//使用时去掉if语句即可
var THREE = THREE || {};
if (!self.Int32Array) self.Int32Array = Array, self.Float32Array = Array;
THREE.Color = function(a) {
  a !== void 0 && this.setHex(a);
  return this
};
THREE.Color.prototype = {
  constructor: THREE.Color,
  r: 1,
  g: 1,
  b: 1,
  copy: function(a) {
    this.r = a.r;
    this.g = a.g;
    this.b = a.b;
    return this
  },
  copyGammaToLinear: function(a) {
    this.r = a.r * a.r;
    this.g = a.g * a.g;
    this.b = a.b * a.b;
    return this
  },
  copyLinearToGamma: function(a) {
    this.r = Math.sqrt(a.r);
    this.g = Math.sqrt(a.g);
    this.b = Math.sqrt(a.b);
    return this
  },
  setRGB: function(a, b, c) {
    this.r = a;
    this.g = b;
    this.b = c;
    return this
  },
  setHSV: function(a, b, c) {
    var d, f, e;
    if (c === 0) this.r = this.g = this.b = 0;
    else switch (d = Math.floor(a * 6), f = a * 6 - d, a = c * (1 - b), e = c * (1 - b * f), b = c * (1 - b * (1 - f)), d) {
      case 1:
        this.r = e;
        this.g = c;
        this.b = a;
        break;
      case 2:
        this.r = a;
        this.g = c;
        this.b = b;
        break;
      case 3:
        this.r = a;
        this.g = e;
        this.b = c;
        break;
      case 4:
        this.r = b;
        this.g = a;
        this.b = c;
        break;
      case 5:
        this.r = c;
        this.g = a;
        this.b = e;
        break;
      case 6:
      case 0:
        this.r = c, this.g = b, this.b = a
    }
    return this
  },
  setHex: function(a) {
    a = Math.floor(a);
    this.r = (a >> 16 & 255) / 255;
    this.g = (a >> 8 & 255) / 255;
    this.b = (a & 255) / 255;
    return this
  },
  getHex: function() {
    return ~~(this.r * 255) << 16 ^ ~~(this.g * 255) << 8 ^ ~~(this.b * 255)
  },
  getContextStyle: function() {
    return "rgb(" + Math.floor(this.r * 255) + "," + Math.floor(this.g * 255) + "," + Math.floor(this.b * 255) + ")"
  },
  clone: function() {
    return (new THREE.Color).setRGB(this.r, this.g, this.b)
  }
};
THREE.Vector2 = function(a, b) {
  this.x = a || 0;
  this.y = b || 0
};
THREE.Vector2.prototype = {
  constructor: THREE.Vector2,
  set: function(a, b) {
    this.x = a;
    this.y = b;
    return this
  },
  copy: function(a) {
    this.x = a.x;
    this.y = a.y;
    return this
  },
  clone: function() {
    return new THREE.Vector2(this.x, this.y)
  },
  add: function(a, b) {
    this.x = a.x + b.x;
    this.y = a.y + b.y;
    return this
  },
  addSelf: function(a) {
    this.x += a.x;
    this.y += a.y;
    return this
  },
  sub: function(a, b) {
    this.x = a.x - b.x;
    this.y = a.y - b.y;
    return this
  },
  subSelf: function(a) {
    this.x -= a.x;
    this.y -= a.y;
    return this
  },
  multiplyScalar: function(a) {
    this.x *= a;
    this.y *= a;
    return this
  },
  divideScalar: function(a) {
    a ? (this.x /= a, this.y /= a) : this.set(0, 0);
    return this
  },
  negate: function() {
    return this.multiplyScalar(-1)
  },
  dot: function(a) {
    return this.x * a.x + this.y * a.y
  },
  lengthSq: function() {
    return this.x * this.x + this.y * this.y
  },
  length: function() {
    return Math.sqrt(this.lengthSq())
  },
  normalize: function() {
    return this.divideScalar(this.length())
  },
  distanceTo: function(a) {
    return Math.sqrt(this.distanceToSquared(a))
  },
  distanceToSquared: function(a) {
    var b = this.x - a.x,
      a = this.y - a.y;
    return b * b + a * a
  },
  setLength: function(a) {
    return this.normalize().multiplyScalar(a)
  },
  equals: function(a) {
    return a.x === this.x && a.y === this.y
  }
};
THREE.Vector3 = function(a, b, c) {
  this.x = a || 0;
  this.y = b || 0;
  this.z = c || 0
};
THREE.Vector3.prototype = {
  constructor: THREE.Vector3,
  set: function(a, b, c) {
    this.x = a;
    this.y = b;
    this.z = c;
    return this
  },
  setX: function(a) {
    this.x = a;
    return this
  },
  setY: function(a) {
    this.y = a;
    return this
  },
  setZ: function(a) {
    this.z = a;
    return this
  },
  copy: function(a) {
    this.x = a.x;
    this.y = a.y;
    this.z = a.z;
    return this
  },
  clone: function() {
    return new THREE.Vector3(this.x, this.y, this.z)
  },
  add: function(a, b) {
    this.x = a.x + b.x;
    this.y = a.y + b.y;
    this.z = a.z + b.z;
    return this
  },
  addSelf: function(a) {
    this.x += a.x;
    this.y += a.y;
    this.z += a.z;
    return this
  },
  addScalar: function(a) {
    this.x += a;
    this.y += a;
    this.z += a;
    return this
  },
  sub: function(a, b) {
    this.x = a.x - b.x;
    this.y = a.y - b.y;
    this.z = a.z - b.z;
    return this
  },
  subSelf: function(a) {
    this.x -= a.x;
    this.y -= a.y;
    this.z -= a.z;
    return this
  },
  multiply: function(a, b) {
    this.x = a.x * b.x;
    this.y = a.y * b.y;
    this.z = a.z * b.z;
    return this
  },
  multiplySelf: function(a) {
    this.x *= a.x;
    this.y *= a.y;
    this.z *= a.z;
    return this
  },
  multiplyScalar: function(a) {
    this.x *= a;
    this.y *= a;
    this.z *= a;
    return this
  },
  divideSelf: function(a) {
    this.x /= a.x;
    this.y /= a.y;
    this.z /= a.z;
    return this
  },
  divideScalar: function(a) {
    a ? (this.x /= a, this.y /= a, this.z /= a) : this.z = this.y = this.x = 0;
    return this
  },
  negate: function() {
    return this.multiplyScalar(-1)
  },
  dot: function(a) {
    return this.x * a.x + this.y * a.y + this.z * a.z
  },
  lengthSq: function() {
    return this.x * this.x + this.y * this.y + this.z * this.z
  },
  length: function() {
    return Math.sqrt(this.lengthSq())
  },
  lengthManhattan: function() {
    return this.x + this.y + this.z
  },
  normalize: function() {
    return this.divideScalar(this.length())
  },
  setLength: function(a) {
    return this.normalize().multiplyScalar(a)
  },
  cross: function(a, b) {
    this.x = a.y * b.z - a.z * b.y;
    this.y = a.z * b.x - a.x * b.z;
    this.z = a.x * b.y - a.y * b.x;
    return this
  },
  crossSelf: function(a) {
    var b = this.x,
      c = this.y,
      d = this.z;
    this.x = c * a.z - d * a.y;
    this.y = d * a.x - b * a.z;
    this.z = b * a.y - c * a.x;
    return this
  },
  distanceTo: function(a) {
    return Math.sqrt(this.distanceToSquared(a))
  },
  distanceToSquared: function(a) {
    return (new THREE.Vector3).sub(this, a).lengthSq()
  },
  setPositionFromMatrix: function(a) {
    this.x = a.n14;
    this.y = a.n24;
    this.z = a.n34
  },
  setRotationFromMatrix: function(a) {
    var b = Math.cos(this.y);
    this.y = Math.asin(a.n13);
    Math.abs(b) > 1.0E-5 ? (this.x = Math.atan2(-a.n23 / b, a.n33 / b), this.z = Math.atan2(-a.n12 / b, a.n11 / b)) : (this.x = 0, this.z = Math.atan2(a.n21, a.n22))
  },
  isZero: function() {
    return this.lengthSq() < 1.0E-4
  }
};
THREE.Vector4 = function(a, b, c, d) {
  this.x = a || 0;
  this.y = b || 0;
  this.z = c || 0;
  this.w = d !== void 0 ? d : 1
};
THREE.Vector4.prototype = {
  constructor: THREE.Vector4,
  set: function(a, b, c, d) {
    this.x = a;
    this.y = b;
    this.z = c;
    this.w = d;
    return this
  },
  copy: function(a) {
    this.x = a.x;
    this.y = a.y;
    this.z = a.z;
    this.w = a.w !== void 0 ? a.w : 1
  },
  clone: function() {
    return new THREE.Vector4(this.x, this.y, this.z, this.w)
  },
  add: function(a, b) {
    this.x = a.x + b.x;
    this.y = a.y + b.y;
    this.z = a.z + b.z;
    this.w = a.w + b.w;
    return this
  },
  addSelf: function(a) {
    this.x += a.x;
    this.y += a.y;
    this.z += a.z;
    this.w += a.w;
    return this
  },
  sub: function(a, b) {
    this.x = a.x - b.x;
    this.y = a.y - b.y;
    this.z = a.z - b.z;
    this.w = a.w - b.w;
    return this
  },
  subSelf: function(a) {
    this.x -= a.x;
    this.y -= a.y;
    this.z -= a.z;
    this.w -= a.w;
    return this
  },
  multiplyScalar: function(a) {
    this.x *= a;
    this.y *= a;
    this.z *= a;
    this.w *= a;
    return this
  },
  divideScalar: function(a) {
    a ? (this.x /= a, this.y /= a, this.z /= a, this.w /= a) : (this.z = this.y = this.x = 0, this.w = 1);
    return this
  },
  negate: function() {
    return this.multiplyScalar(-1)
  },
  dot: function(a) {
    return this.x * a.x + this.y * a.y + this.z * a.z + this.w * a.w
  },
  lengthSq: function() {
    return this.dot(this)
  },
  length: function() {
    return Math.sqrt(this.lengthSq())
  },
  normalize: function() {
    return this.divideScalar(this.length())
  },
  setLength: function(a) {
    return this.normalize().multiplyScalar(a)
  },
  lerpSelf: function(a, b) {
    this.x += (a.x - this.x) * b;
    this.y += (a.y - this.y) * b;
    this.z += (a.z - this.z) * b;
    this.w += (a.w - this.w) * b;
    return this
  }
};
THREE.Ray = function(a, b) {
  function c(a, b, c) {
    i.sub(c, a);
    p = i.dot(b);
    if (p <= 0) return null;
    k = n.add(a, o.copy(b).multiplyScalar(p));
    return s = c.distanceTo(k)
  }

  function d(a, b, c, d) {
    i.sub(d, b);
    n.sub(c, b);
    o.sub(a, b);
    K = i.dot(i);
    C = i.dot(n);
    Q = i.dot(o);
    O = n.dot(n);
    w = n.dot(o);
    F = 1 / (K * O - C * C);
    z = (O * Q - C * w) * F;
    D = (K * w - C * Q) * F;
    return z >= 0 && D >= 0 && z + D < 1
  }
  this.origin = a || new THREE.Vector3;
  this.direction = b || new THREE.Vector3;
  this.intersectScene = function(a) {
    return this.intersectObjects(a.children)
  };
  this.intersectObjects = function(a) {
    var b, c, d = [];
    b = 0;
    for (c = a.length; b < c; b++) Array.prototype.push.apply(d, this.intersectObject(a[b]));
    d.sort(function(a, b) {
      return a.distance - b.distance
    });
    return d
  };
  var f = new THREE.Vector3,
    e = new THREE.Vector3,
    g = new THREE.Vector3,
    h = new THREE.Vector3,
    a = new THREE.Vector3,
    b = new THREE.Vector3,
    m = new THREE.Vector3,
    l = new THREE.Vector3,
    j = new THREE.Vector3;
  this.intersectObject = function(k) {
    for (var i, o = [], n = 0, W = k.children.length; n < W; n++) Array.prototype.push.apply(o, this.intersectObject(k.children[n]));
    if (k instanceof THREE.Particle) {
      n = c(this.origin, this.direction, k.matrixWorld.getPosition());
      if (n === null || n > k.scale.x) return [];
      i = {
        distance: n,
        point: k.position,
        face: null,
        object: k
      };
      o.push(i)
    } else if (k instanceof THREE.Mesh) {
      n = c(this.origin, this.direction, k.matrixWorld.getPosition());
      if (n === null || n > k.geometry.boundingSphere.radius * Math.max(k.scale.x, Math.max(k.scale.y, k.scale.z))) return o;
      var p, G = k.geometry,
        H = G.vertices,
        I;
      k.matrixRotationWorld.extractRotation(k.matrixWorld);
      n = 0;
      for (W = G.faces.length; n < W; n++)
        if (i = G.faces[n], a.copy(this.origin), b.copy(this.direction), I = k.matrixWorld, m = I.multiplyVector3(m.copy(i.centroid)).subSelf(a), p = m.dot(b), !(p <= 0) && (f = I.multiplyVector3(f.copy(H[i.a].position)), e = I.multiplyVector3(e.copy(H[i.b].position)), g = I.multiplyVector3(g.copy(H[i.c].position)), i instanceof THREE.Face4 && (h = I.multiplyVector3(h.copy(H[i.d].position))), l = k.matrixRotationWorld.multiplyVector3(l.copy(i.normal)), p = b.dot(l), k.doubleSided || (k.flipSided ? p > 0 : p < 0)))
          if (p = l.dot(m.sub(f, a)) / p, j.add(a, b.multiplyScalar(p)), i instanceof THREE.Face3) d(j, f, e, g) && (i = {
            distance: a.distanceTo(j),
            point: j.clone(),
            face: i,
            object: k
          }, o.push(i));
          else if (i instanceof THREE.Face4 && (d(j, f, e, h) || d(j, e, g, h))) i = {
        distance: a.distanceTo(j),
        point: j.clone(),
        face: i,
        object: k
      }, o.push(i)
    }
    return o
  };
  var i = new THREE.Vector3,
    n = new THREE.Vector3,
    o = new THREE.Vector3,
    p, k, s, K, C, Q, O, w, F, z, D
};
THREE.Rectangle = function() {
  function a() {
    e = d - b;
    g = f - c
  }
  var b, c, d, f, e, g, h = !0;
  this.getX = function() {
    return b
  };
  this.getY = function() {
    return c
  };
  this.getWidth = function() {
    return e
  };
  this.getHeight = function() {
    return g
  };
  this.getLeft = function() {
    return b
  };
  this.getTop = function() {
    return c
  };
  this.getRight = function() {
    return d
  };
  this.getBottom = function() {
    return f
  };
  this.set = function(e, g, j, i) {
    h = !1;
    b = e;
    c = g;
    d = j;
    f = i;
    a()
  };
  this.addPoint = function(e, g) {
    h ? (h = !1, b = e, c = g, d = e, f = g) : (b = b < e ? b : e, c = c < g ? c : g, d = d > e ? d : e, f = f > g ? f : g);
    a()
  };
  this.add3Points = function(e, g, j, i, n, o) {
    h ? (h = !1, b = e < j ? e < n ? e : n : j < n ? j : n, c = g < i ? g < o ? g : o : i < o ? i : o, d = e > j ? e > n ? e : n : j > n ? j : n, f = g > i ? g > o ? g : o : i > o ? i : o) : (b = e < j ? e < n ? e < b ? e : b : n < b ? n : b : j < n ? j < b ? j : b : n < b ? n : b, c = g < i ? g < o ? g < c ? g : c : o < c ? o : c : i < o ? i < c ? i : c : o < c ? o : c, d = e > j ? e > n ? e > d ? e : d : n > d ? n : d : j > n ? j > d ? j : d : n > d ? n : d, f = g > i ? g > o ? g > f ? g : f : o > f ? o : f : i > o ? i > f ? i : f : o > f ? o : f);
    a()
  };
  this.addRectangle = function(e) {
    h ? (h = !1, b = e.getLeft(), c = e.getTop(), d = e.getRight(), f = e.getBottom()) : (b = b < e.getLeft() ? b : e.getLeft(), c = c < e.getTop() ? c : e.getTop(), d = d > e.getRight() ? d : e.getRight(), f = f > e.getBottom() ? f : e.getBottom());
    a()
  };
  this.inflate = function(e) {
    b -= e;
    c -= e;
    d += e;
    f += e;
    a()
  };
  this.minSelf = function(e) {
    b = b > e.getLeft() ? b : e.getLeft();
    c = c > e.getTop() ? c : e.getTop();
    d = d < e.getRight() ? d : e.getRight();
    f = f < e.getBottom() ? f : e.getBottom();
    a()
  };
  this.intersects = function(a) {
    return Math.min(d, a.getRight()) - Math.max(b, a.getLeft()) >= 0 && Math.min(f, a.getBottom()) - Math.max(c, a.getTop()) >= 0
  };
  this.empty = function() {
    h = !0;
    f = d = c = b = 0;
    a()
  };
  this.isEmpty = function() {
    return h
  }
};
THREE.Math = {
  clamp: function(a, b, c) {
    return a < b ? b : a > c ? c : a
  },
  clampBottom: function(a, b) {
    return a < b ? b : a
  },
  mapLinear: function(a, b, c, d, f) {
    return d + (a - b) * (f - d) / (c - b)
  },
  random16: function() {
    return (65280 * Math.random() + 255 * Math.random()) / 65535
  }
};
THREE.Matrix3 = function() {
  this.m = []
};
THREE.Matrix3.prototype = {
  constructor: THREE.Matrix3,
  transpose: function() {
    var a, b = this.m;
    a = b[1];
    b[1] = b[3];
    b[3] = a;
    a = b[2];
    b[2] = b[6];
    b[6] = a;
    a = b[5];
    b[5] = b[7];
    b[7] = a;
    return this
  },
  transposeIntoArray: function(a) {
    var b = this.m;
    a[0] = b[0];
    a[1] = b[3];
    a[2] = b[6];
    a[3] = b[1];
    a[4] = b[4];
    a[5] = b[7];
    a[6] = b[2];
    a[7] = b[5];
    a[8] = b[8];
    return this
  }
};
THREE.Matrix4 = function(a, b, c, d, f, e, g, h, m, l, j, i, n, o, p, k) {
  this.set(a !== void 0 ? a : 1, b || 0, c || 0, d || 0, f || 0, e !== void 0 ? e : 1, g || 0, h || 0, m || 0, l || 0, j !== void 0 ? j : 1, i || 0, n || 0, o || 0, p || 0, k !== void 0 ? k : 1);
  this.flat = Array(16);
  this.m33 = new THREE.Matrix3
};
THREE.Matrix4.prototype = {
  constructor: THREE.Matrix4,
  set: function(a, b, c, d, f, e, g, h, m, l, j, i, n, o, p, k) {
    this.n11 = a;
    this.n12 = b;
    this.n13 = c;
    this.n14 = d;
    this.n21 = f;
    this.n22 = e;
    this.n23 = g;
    this.n24 = h;
    this.n31 = m;
    this.n32 = l;
    this.n33 = j;
    this.n34 = i;
    this.n41 = n;
    this.n42 = o;
    this.n43 = p;
    this.n44 = k;
    return this
  },
  identity: function() {
    this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
    return this
  },
  copy: function(a) {
    this.set(a.n11, a.n12, a.n13, a.n14, a.n21, a.n22, a.n23, a.n24, a.n31, a.n32, a.n33, a.n34, a.n41, a.n42, a.n43, a.n44);
    return this
  },
  lookAt: function(a, b, c) {
    var d = THREE.Matrix4.__v1,
      f = THREE.Matrix4.__v2,
      e = THREE.Matrix4.__v3;
    e.sub(a, b).normalize();
    if (e.length() === 0) e.z = 1;
    d.cross(c, e).normalize();
    d.length() === 0 && (e.x += 1.0E-4, d.cross(c, e).normalize());
    f.cross(e, d).normalize();
    this.n11 = d.x;
    this.n12 = f.x;
    this.n13 = e.x;
    this.n21 = d.y;
    this.n22 = f.y;
    this.n23 = e.y;
    this.n31 = d.z;
    this.n32 = f.z;
    this.n33 = e.z;
    return this
  },
  multiply: function(a, b) {
    var c = a.n11,
      d = a.n12,
      f = a.n13,
      e = a.n14,
      g = a.n21,
      h = a.n22,
      m = a.n23,
      l = a.n24,
      j = a.n31,
      i = a.n32,
      n = a.n33,
      o = a.n34,
      p = a.n41,
      k = a.n42,
      s = a.n43,
      K = a.n44,
      C = b.n11,
      Q = b.n12,
      O = b.n13,
      w = b.n14,
      F = b.n21,
      z = b.n22,
      D = b.n23,
      u = b.n24,
      r = b.n31,
      E = b.n32,
      N = b.n33,
      W = b.n34,
      da = b.n41,
      G = b.n42,
      H = b.n43,
      I = b.n44;
    this.n11 = c * C + d * F + f * r + e * da;
    this.n12 = c * Q + d * z + f * E + e * G;
    this.n13 = c * O + d * D + f * N + e * H;
    this.n14 = c * w + d * u + f * W + e * I;
    this.n21 = g * C + h * F + m * r + l * da;
    this.n22 = g * Q + h * z + m * E + l * G;
    this.n23 = g * O + h * D + m * N + l * H;
    this.n24 = g * w + h * u + m * W + l * I;
    this.n31 = j * C + i * F + n * r + o * da;
    this.n32 = j * Q + i * z + n * E + o * G;
    this.n33 = j * O + i * D + n * N + o * H;
    this.n34 = j * w + i * u + n * W + o * I;
    this.n41 = p * C + k * F + s * r + K * da;
    this.n42 = p * Q + k * z + s * E + K * G;
    this.n43 = p * O + k * D + s * N + K * H;
    this.n44 = p * w + k * u + s * W + K * I;
    return this
  },
  multiplySelf: function(a) {
    return this.multiply(this, a)
  },
  multiplyToArray: function(a, b, c) {
    this.multiply(a, b);
    c[0] = this.n11;
    c[1] = this.n21;
    c[2] = this.n31;
    c[3] = this.n41;
    c[4] = this.n12;
    c[5] = this.n22;
    c[6] = this.n32;
    c[7] = this.n42;
    c[8] = this.n13;
    c[9] = this.n23;
    c[10] = this.n33;
    c[11] = this.n43;
    c[12] = this.n14;
    c[13] = this.n24;
    c[14] = this.n34;
    c[15] = this.n44;
    return this
  },
  multiplyScalar: function(a) {
    this.n11 *= a;
    this.n12 *= a;
    this.n13 *= a;
    this.n14 *= a;
    this.n21 *= a;
    this.n22 *= a;
    this.n23 *= a;
    this.n24 *= a;
    this.n31 *= a;
    this.n32 *= a;
    this.n33 *= a;
    this.n34 *= a;
    this.n41 *= a;
    this.n42 *= a;
    this.n43 *= a;
    this.n44 *= a;
    return this
  },
  multiplyVector3: function(a) {
    var b = a.x,
      c = a.y,
      d = a.z,
      f = 1 / (this.n41 * b + this.n42 * c + this.n43 * d + this.n44);
    a.x = (this.n11 * b + this.n12 * c + this.n13 * d + this.n14) * f;
    a.y = (this.n21 * b + this.n22 * c + this.n23 * d + this.n24) * f;
    a.z = (this.n31 * b + this.n32 * c + this.n33 * d + this.n34) * f;
    return a
  },
  multiplyVector4: function(a) {
    var b = a.x,
      c = a.y,
      d = a.z,
      f = a.w;
    a.x = this.n11 * b + this.n12 * c + this.n13 * d + this.n14 * f;
    a.y = this.n21 * b + this.n22 * c + this.n23 * d + this.n24 * f;
    a.z = this.n31 * b + this.n32 * c + this.n33 * d + this.n34 * f;
    a.w = this.n41 * b + this.n42 * c + this.n43 * d + this.n44 * f;
    return a
  },
  rotateAxis: function(a) {
    var b = a.x,
      c = a.y,
      d = a.z;
    a.x = b * this.n11 + c * this.n12 + d * this.n13;
    a.y = b * this.n21 + c * this.n22 + d * this.n23;
    a.z = b * this.n31 + c * this.n32 + d * this.n33;
    a.normalize();
    return a
  },
  crossVector: function(a) {
    var b = new THREE.Vector4;
    b.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w;
    b.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w;
    b.z = this.n31 * a.x + this.n32 * a.y + this.n33 * a.z + this.n34 * a.w;
    b.w = a.w ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1;
    return b
  },
  determinant: function() {
    var a = this.n11,
      b = this.n12,
      c = this.n13,
      d = this.n14,
      f = this.n21,
      e = this.n22,
      g = this.n23,
      h = this.n24,
      m = this.n31,
      l = this.n32,
      j = this.n33,
      i = this.n34,
      n = this.n41,
      o = this.n42,
      p = this.n43,
      k = this.n44;
    return d * g * l * n - c * h * l * n - d * e * j * n + b * h * j * n + c * e * i * n - b * g * i * n - d * g * m * o + c * h * m * o + d * f * j * o - a * h * j * o - c * f * i * o + a * g * i * o + d * e * m * p - b * h * m * p - d * f * l * p + a * h * l * p + b * f * i * p - a * e * i * p - c * e * m * k + b * g * m * k + c * f * l * k - a * g * l * k - b * f * j * k + a * e * j * k
  },
  transpose: function() {
    var a;
    a = this.n21;
    this.n21 = this.n12;
    this.n12 = a;
    a = this.n31;
    this.n31 = this.n13;
    this.n13 = a;
    a = this.n32;
    this.n32 = this.n23;
    this.n23 = a;
    a = this.n41;
    this.n41 = this.n14;
    this.n14 = a;
    a = this.n42;
    this.n42 = this.n24;
    this.n24 = a;
    a = this.n43;
    this.n43 = this.n34;
    this.n43 = a;
    return this
  },
  clone: function() {
    var a = new THREE.Matrix4;
    a.n11 = this.n11;
    a.n12 = this.n12;
    a.n13 = this.n13;
    a.n14 = this.n14;
    a.n21 = this.n21;
    a.n22 = this.n22;
    a.n23 = this.n23;
    a.n24 = this.n24;
    a.n31 = this.n31;
    a.n32 = this.n32;
    a.n33 = this.n33;
    a.n34 = this.n34;
    a.n41 = this.n41;
    a.n42 = this.n42;
    a.n43 = this.n43;
    a.n44 = this.n44;
    return a
  },
  flatten: function() {
    this.flat[0] = this.n11;
    this.flat[1] = this.n21;
    this.flat[2] = this.n31;
    this.flat[3] = this.n41;
    this.flat[4] = this.n12;
    this.flat[5] = this.n22;
    this.flat[6] = this.n32;
    this.flat[7] = this.n42;
    this.flat[8] = this.n13;
    this.flat[9] = this.n23;
    this.flat[10] = this.n33;
    this.flat[11] = this.n43;
    this.flat[12] = this.n14;
    this.flat[13] = this.n24;
    this.flat[14] = this.n34;
    this.flat[15] = this.n44;
    return this.flat
  },
  flattenToArray: function(a) {
    a[0] = this.n11;
    a[1] = this.n21;
    a[2] = this.n31;
    a[3] = this.n41;
    a[4] = this.n12;
    a[5] = this.n22;
    a[6] = this.n32;
    a[7] = this.n42;
    a[8] = this.n13;
    a[9] = this.n23;
    a[10] = this.n33;
    a[11] = this.n43;
    a[12] = this.n14;
    a[13] = this.n24;
    a[14] = this.n34;
    a[15] = this.n44;
    return a
  },
  flattenToArrayOffset: function(a, b) {
    a[b] = this.n11;
    a[b + 1] = this.n21;
    a[b + 2] = this.n31;
    a[b + 3] = this.n41;
    a[b + 4] = this.n12;
    a[b + 5] = this.n22;
    a[b + 6] = this.n32;
    a[b + 7] = this.n42;
    a[b + 8] = this.n13;
    a[b + 9] = this.n23;
    a[b + 10] = this.n33;
    a[b + 11] = this.n43;
    a[b + 12] = this.n14;
    a[b + 13] = this.n24;
    a[b + 14] = this.n34;
    a[b + 15] = this.n44;
    return a
  },
  setTranslation: function(a, b, c) {
    this.set(1, 0, 0, a, 0, 1, 0, b, 0, 0, 1, c, 0, 0, 0, 1);
    return this
  },
  setScale: function(a, b, c) {
    this.set(a, 0, 0, 0, 0, b, 0, 0, 0, 0, c, 0, 0, 0, 0, 1);
    return this
  },
  setRotationX: function(a) {
    var b = Math.cos(a),
      a = Math.sin(a);
    this.set(1, 0, 0, 0, 0, b, -a, 0, 0, a, b, 0, 0, 0, 0, 1);
    return this
  },
  setRotationY: function(a) {
    var b = Math.cos(a),
      a = Math.sin(a);
    this.set(b, 0, a, 0, 0, 1, 0, 0, -a, 0, b, 0, 0, 0, 0, 1);
    return this
  },
  setRotationZ: function(a) {
    var b = Math.cos(a),
      a = Math.sin(a);
    this.set(b, -a, 0, 0, a, b, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
    return this
  },
  setRotationAxis: function(a, b) {
    var c = Math.cos(b),
      d = Math.sin(b),
      f = 1 - c,
      e = a.x,
      g = a.y,
      h = a.z,
      m = f * e,
      l = f * g;
    this.set(m * e + c, m * g - d * h, m * h + d * g, 0, m * g + d * h, l * g + c, l * h - d * e, 0, m * h - d * g, l * h + d * e, f * h * h + c, 0, 0, 0, 0, 1);
    return this
  },
  setPosition: function(a) {
    this.n14 = a.x;
    this.n24 = a.y;
    this.n34 = a.z;
    return this
  },
  getPosition: function() {
    return THREE.Matrix4.__v1.set(this.n14, this.n24, this.n34)
  },
  getColumnX: function() {
    return THREE.Matrix4.__v1.set(this.n11, this.n21, this.n31)
  },
  getColumnY: function() {
    return THREE.Matrix4.__v1.set(this.n12, this.n22, this.n32)
  },
  getColumnZ: function() {
    return THREE.Matrix4.__v1.set(this.n13, this.n23, this.n33)
  },
  getInverse: function(a) {
    var b = a.n11,
      c = a.n12,
      d = a.n13,
      f = a.n14,
      e = a.n21,
      g = a.n22,
      h = a.n23,
      m = a.n24,
      l = a.n31,
      j = a.n32,
      i = a.n33,
      n = a.n34,
      o = a.n41,
      p = a.n42,
      k = a.n43,
      s = a.n44;
    this.n11 = h * n * p - m * i * p + m * j * k - g * n * k - h * j * s + g * i * s;
    this.n12 = f * i * p - d * n * p - f * j * k + c * n * k + d * j * s - c * i * s;
    this.n13 = d * m * p - f * h * p + f * g * k - c * m * k - d * g * s + c * h * s;
    this.n14 = f * h * j - d * m * j - f * g * i + c * m * i + d * g * n - c * h * n;
    this.n21 = m * i * o - h * n * o - m * l * k + e * n * k + h * l * s - e * i * s;
    this.n22 = d * n * o - f * i * o + f * l * k - b * n * k - d * l * s + b * i * s;
    this.n23 = f * h * o - d * m * o - f * e * k + b * m * k + d * e * s - b * h * s;
    this.n24 = d * m * l - f * h * l + f * e * i - b * m * i - d * e * n + b * h * n;
    this.n31 = g * n * o - m * j * o + m * l * p - e * n * p - g * l * s + e * j * s;
    this.n32 = f * j * o - c * n * o - f * l * p + b * n * p + c * l * s - b * j * s;
    this.n33 = d * m * o - f * g * o + f * e * p - b * m * p - c * e * s + b * g * s;
    this.n34 = f * g * l - c * m * l - f * e * j + b * m * j + c * e * n - b * g * n;
    this.n41 = h * j * o - g * i * o - h * l * p + e * i * p + g * l * k - e * j * k;
    this.n42 = c * i * o - d * j * o + d * l * p - b * i * p - c * l * k + b * j * k;
    this.n43 = d * g * o - c * h * o - d * e * p + b * h * p + c * e * k - b * g * k;
    this.n44 = c * h * l - d * g * l + d * e * j - b * h * j - c * e * i + b * g * i;
    this.multiplyScalar(1 / a.determinant());
    return this
  },
  setRotationFromEuler: function(a, b) {
    var c = a.x,
      d = a.y,
      f = a.z,
      e = Math.cos(c),
      c = Math.sin(c),
      g = Math.cos(d),
      d = Math.sin(d),
      h = Math.cos(f),
      f = Math.sin(f);
    switch (b) {
      case "YXZ":
        var m = g * h,
          l = g * f,
          j = d * h,
          i = d * f;
        this.n11 = m + i * c;
        this.n12 = j * c - l;
        this.n13 = e * d;
        this.n21 = e * f;
        this.n22 = e * h;
        this.n23 = -c;
        this.n31 = l * c - j;
        this.n32 = i + m * c;
        this.n33 = e * g;
        break;
      case "ZXY":
        m = g * h;
        l = g * f;
        j = d * h;
        i = d * f;
        this.n11 = m - i * c;
        this.n12 = -e * f;
        this.n13 = j + l * c;
        this.n21 = l + j * c;
        this.n22 = e * h;
        this.n23 = i - m * c;
        this.n31 = -e * d;
        this.n32 = c;
        this.n33 = e * g;
        break;
      case "ZYX":
        m = e * h;
        l = e * f;
        j = c * h;
        i = c * f;
        this.n11 = g * h;
        this.n12 = j * d - l;
        this.n13 = m * d + i;
        this.n21 = g * f;
        this.n22 = i * d + m;
        this.n23 = l * d - j;
        this.n31 = -d;
        this.n32 = c * g;
        this.n33 = e * g;
        break;
      case "YZX":
        m = e * g;
        l = e * d;
        j = c * g;
        i = c * d;
        this.n11 = g * h;
        this.n12 = i - m * f;
        this.n13 = j * f + l;
        this.n21 = f;
        this.n22 = e * h;
        this.n23 = -c * h;
        this.n31 = -d * h;
        this.n32 = l * f + j;
        this.n33 = m - i * f;
        break;
      case "XZY":
        m = e * g;
        l = e * d;
        j = c * g;
        i = c * d;
        this.n11 = g * h;
        this.n12 = -f;
        this.n13 = d * h;
        this.n21 = m * f + i;
        this.n22 = e * h;
        this.n23 = l * f - j;
        this.n31 = j * f - l;
        this.n32 = c * h;
        this.n33 = i * f + m;
        break;
      default:
        m = e * h, l = e * f, j = c * h, i = c * f, this.n11 = g * h, this.n12 = -g * f, this.n13 = d, this.n21 = l + j * d, this.n22 = m - i * d, this.n23 = -c * g, this.n31 = i - m * d, this.n32 = j + l * d, this.n33 = e * g
    }
    return this
  },
  setRotationFromQuaternion: function(a) {
    var b = a.x,
      c = a.y,
      d = a.z,
      f = a.w,
      e = b + b,
      g = c + c,
      h = d + d,
      a = b * e,
      m = b * g;
    b *= h;
    var l = c * g;
    c *= h;
    d *= h;
    e *= f;
    g *= f;
    f *= h;
    this.n11 = 1 - (l + d);
    this.n12 = m - f;
    this.n13 = b + g;
    this.n21 = m + f;
    this.n22 = 1 - (a + d);
    this.n23 = c - e;
    this.n31 = b - g;
    this.n32 = c + e;
    this.n33 = 1 - (a + l);
    return this
  },
  scale: function(a) {
    var b = a.x,
      c = a.y,
      a = a.z;
    this.n11 *= b;
    this.n12 *= c;
    this.n13 *= a;
    this.n21 *= b;
    this.n22 *= c;
    this.n23 *= a;
    this.n31 *= b;
    this.n32 *= c;
    this.n33 *= a;
    this.n41 *= b;
    this.n42 *= c;
    this.n43 *= a;
    return this
  },
  compose: function(a, b, c) {
    var d = THREE.Matrix4.__m1,
      f = THREE.Matrix4.__m2;
    d.identity();
    d.setRotationFromQuaternion(b);
    f.setScale(c.x, c.y, c.z);
    this.multiply(d, f);
    this.n14 = a.x;
    this.n24 = a.y;
    this.n34 = a.z;
    return this
  },
  decompose: function(a, b, c) {
    var d = THREE.Matrix4.__v1,
      f = THREE.Matrix4.__v2,
      e = THREE.Matrix4.__v3;
    d.set(this.n11, this.n21, this.n31);
    f.set(this.n12, this.n22, this.n32);
    e.set(this.n13, this.n23, this.n33);
    a = a instanceof THREE.Vector3 ? a : new THREE.Vector3;
    b = b instanceof THREE.Quaternion ? b : new THREE.Quaternion;
    c = c instanceof THREE.Vector3 ? c : new THREE.Vector3;
    c.x = d.length();
    c.y = f.length();
    c.z = e.length();
    a.x = this.n14;
    a.y = this.n24;
    a.z = this.n34;
    d = THREE.Matrix4.__m1;
    d.copy(this);
    d.n11 /= c.x;
    d.n21 /= c.x;
    d.n31 /= c.x;
    d.n12 /= c.y;
    d.n22 /= c.y;
    d.n32 /= c.y;
    d.n13 /= c.z;
    d.n23 /= c.z;
    d.n33 /= c.z;
    b.setFromRotationMatrix(d);
    return [a, b, c]
  },
  extractPosition: function(a) {
    this.n14 = a.n14;
    this.n24 = a.n24;
    this.n34 = a.n34;
    return this
  },
  extractRotation: function(a) {
    var b = THREE.Matrix4.__v1,
      c = 1 / b.set(a.n11, a.n21, a.n31).length(),
      d = 1 / b.set(a.n12, a.n22, a.n32).length(),
      b = 1 / b.set(a.n13, a.n23, a.n33).length();
    this.n11 = a.n11 * c;
    this.n21 = a.n21 * c;
    this.n31 = a.n31 * c;
    this.n12 = a.n12 * d;
    this.n22 = a.n22 * d;
    this.n32 = a.n32 * d;
    this.n13 = a.n13 * b;
    this.n23 = a.n23 * b;
    this.n33 = a.n33 * b;
    return this
  }
};
THREE.Matrix4.makeInvert3x3 = function(a) {
  var b = a.m33,
    c = b.m,
    d = a.n33 * a.n22 - a.n32 * a.n23,
    f = -a.n33 * a.n21 + a.n31 * a.n23,
    e = a.n32 * a.n21 - a.n31 * a.n22,
    g = -a.n33 * a.n12 + a.n32 * a.n13,
    h = a.n33 * a.n11 - a.n31 * a.n13,
    m = -a.n32 * a.n11 + a.n31 * a.n12,
    l = a.n23 * a.n12 - a.n22 * a.n13,
    j = -a.n23 * a.n11 + a.n21 * a.n13,
    i = a.n22 * a.n11 - a.n21 * a.n12,
    a = a.n11 * d + a.n21 * g + a.n31 * l;
  a === 0 && console.error("THREE.Matrix4.makeInvert3x3: Matrix not invertible.");
  a = 1 / a;
  c[0] = a * d;
  c[1] = a * f;
  c[2] = a * e;
  c[3] = a * g;
  c[4] = a * h;
  c[5] = a * m;
  c[6] = a * l;
  c[7] = a * j;
  c[8] = a * i;
  return b
};
THREE.Matrix4.makeFrustum = function(a, b, c, d, f, e) {
  var g;
  g = new THREE.Matrix4;
  g.n11 = 2 * f / (b - a);
  g.n12 = 0;
  g.n13 = (b + a) / (b - a);
  g.n14 = 0;
  g.n21 = 0;
  g.n22 = 2 * f / (d - c);
  g.n23 = (d + c) / (d - c);
  g.n24 = 0;
  g.n31 = 0;
  g.n32 = 0;
  g.n33 = -(e + f) / (e - f);
  g.n34 = -2 * e * f / (e - f);
  g.n41 = 0;
  g.n42 = 0;
  g.n43 = -1;
  g.n44 = 0;
  return g
};
THREE.Matrix4.makePerspective = function(a, b, c, d) {
  var f, a = c * Math.tan(a * Math.PI / 360);
  f = -a;
  return THREE.Matrix4.makeFrustum(f * b, a * b, f, a, c, d)
};
THREE.Matrix4.makeOrtho = function(a, b, c, d, f, e) {
  var g, h, m, l;
  g = new THREE.Matrix4;
  h = b - a;
  m = c - d;
  l = e - f;
  g.n11 = 2 / h;
  g.n12 = 0;
  g.n13 = 0;
  g.n14 = -((b + a) / h);
  g.n21 = 0;
  g.n22 = 2 / m;
  g.n23 = 0;
  g.n24 = -((c + d) / m);
  g.n31 = 0;
  g.n32 = 0;
  g.n33 = -2 / l;
  g.n34 = -((e + f) / l);
  g.n41 = 0;
  g.n42 = 0;
  g.n43 = 0;
  g.n44 = 1;
  return g
};
THREE.Matrix4.__v1 = new THREE.Vector3;
THREE.Matrix4.__v2 = new THREE.Vector3;
THREE.Matrix4.__v3 = new THREE.Vector3;
THREE.Matrix4.__m1 = new THREE.Matrix4;
THREE.Matrix4.__m2 = new THREE.Matrix4;
THREE.Object3D = function() {
  this.name = "";
  this.id = THREE.Object3DCount++;
  this.parent = void 0;
  this.children = [];
  this.up = new THREE.Vector3(0, 1, 0);
  this.position = new THREE.Vector3;
  this.rotation = new THREE.Vector3;
  this.eulerOrder = "XYZ";
  this.scale = new THREE.Vector3(1, 1, 1);
  this.flipSided = this.doubleSided = this.dynamic = !1;
  this.renderDepth = null;
  this.rotationAutoUpdate = !0;
  this.matrix = new THREE.Matrix4;
  this.matrixWorld = new THREE.Matrix4;
  this.matrixRotationWorld = new THREE.Matrix4;
  this.matrixWorldNeedsUpdate = this.matrixAutoUpdate = !0;
  this.quaternion = new THREE.Quaternion;
  this.useQuaternion = !1;
  this.boundRadius = 0;
  this.boundRadiusScale = 1;
  this.visible = !0;
  this.receiveShadow = this.castShadow = !1;
  this.frustumCulled = !0;
  this._vector = new THREE.Vector3
};
THREE.Object3D.prototype = {
  constructor: THREE.Object3D,
  translate: function(a, b) {
    this.matrix.rotateAxis(b);
    this.position.addSelf(b.multiplyScalar(a))
  },
  translateX: function(a) {
    this.translate(a, this._vector.set(1, 0, 0))
  },
  translateY: function(a) {
    this.translate(a, this._vector.set(0, 1, 0))
  },
  translateZ: function(a) {
    this.translate(a, this._vector.set(0, 0, 1))
  },
  lookAt: function(a) {
    this.matrix.lookAt(a, this.position, this.up);
    this.rotationAutoUpdate && this.rotation.setRotationFromMatrix(this.matrix)
  },
  add: function(a) {
    if (this.children.indexOf(a) === -1) {
      a.parent !== void 0 && a.parent.remove(a);
      a.parent = this;
      this.children.push(a);
      for (var b = this; b.parent !== void 0;) b = b.parent;
      b !== void 0 && b instanceof THREE.Scene && b.addObject(a)
    }
  },
  remove: function(a) {
    var b = this.children.indexOf(a);
    if (b !== -1) {
      a.parent = void 0;
      this.children.splice(b, 1);
      for (b = this; b.parent !== void 0;) b = b.parent;
      b !== void 0 && b instanceof THREE.Scene && b.removeObject(a)
    }
  },
  getChildByName: function(a, b) {
    var c, d, f;
    c = 0;
    for (d = this.children.length; c < d; c++) {
      f = this.children[c];
      if (f.name === a) return f;
      if (b && (f = f.getChildByName(a, b), f !== void 0)) return f
    }
  },
  updateMatrix: function() {
    this.matrix.setPosition(this.position);
    this.useQuaternion ? this.matrix.setRotationFromQuaternion(this.quaternion) : this.matrix.setRotationFromEuler(this.rotation, this.eulerOrder);
    if (this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1) this.matrix.scale(this.scale), this.boundRadiusScale = Math.max(this.scale.x, Math.max(this.scale.y, this.scale.z));
    this.matrixWorldNeedsUpdate = !0
  },
  updateMatrixWorld: function(a) {
    this.matrixAutoUpdate && this.updateMatrix();
    if (this.matrixWorldNeedsUpdate || a) this.parent ? this.matrixWorld.multiply(this.parent.matrixWorld, this.matrix) : this.matrixWorld.copy(this.matrix), this.matrixWorldNeedsUpdate = !1, a = !0;
    for (var b = 0, c = this.children.length; b < c; b++) this.children[b].updateMatrixWorld(a)
  }
};
THREE.Object3DCount = 0;
THREE.Projector = function() {
  function a() {
    var a = g[e] = g[e] || new THREE.RenderableObject;
    e++;
    return a
  }

  function b() {
    var a = l[m] = l[m] || new THREE.RenderableVertex;
    m++;
    return a
  }

  function c(a, b) {
    return b.z - a.z
  }

  function d(a, b) {
    var c = 0,
      d = 1,
      e = a.z + a.w,
      f = b.z + b.w,
      g = -a.z + a.w,
      h = -b.z + b.w;
    return e >= 0 && f >= 0 && g >= 0 && h >= 0 ? !0 : e < 0 && f < 0 || g < 0 && h < 0 ? !1 : (e < 0 ? c = Math.max(c, e / (e - f)) : f < 0 && (d = Math.min(d, e / (e - f))), g < 0 ? c = Math.max(c, g / (g - h)) : h < 0 && (d = Math.min(d, g / (g - h))), d < c ? !1 : (a.lerpSelf(b, c), b.lerpSelf(a, 1 - d), !0))
  }
  var f, e, g = [],
    h, m, l = [],
    j, i, n = [],
    o, p = [],
    k, s, K = [],
    C, Q, O = [],
    w = {
      objects: [],
      sprites: [],
      lights: [],
      elements: []
    },
    F = new THREE.Vector3,
    z = new THREE.Vector4,
    D = new THREE.Matrix4,
    u = new THREE.Matrix4,
    r = [new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4],
    E = new THREE.Vector4,
    N = new THREE.Vector4;
  this.computeFrustum = function(a) {
    r[0].set(a.n41 - a.n11, a.n42 - a.n12, a.n43 - a.n13, a.n44 - a.n14);
    r[1].set(a.n41 + a.n11, a.n42 + a.n12, a.n43 + a.n13, a.n44 + a.n14);
    r[2].set(a.n41 + a.n21, a.n42 + a.n22, a.n43 + a.n23, a.n44 + a.n24);
    r[3].set(a.n41 - a.n21, a.n42 - a.n22, a.n43 - a.n23, a.n44 - a.n24);
    r[4].set(a.n41 - a.n31, a.n42 - a.n32, a.n43 - a.n33, a.n44 - a.n34);
    r[5].set(a.n41 + a.n31, a.n42 + a.n32, a.n43 + a.n33, a.n44 + a.n34);
    for (a = 0; a < 6; a++) {
      var b = r[a];
      b.divideScalar(Math.sqrt(b.x * b.x + b.y * b.y + b.z * b.z))
    }
  };
  this.projectVector = function(a, b) {
    b.matrixWorldInverse.getInverse(b.matrixWorld);
    D.multiply(b.projectionMatrix, b.matrixWorldInverse);
    D.multiplyVector3(a);
    return a
  };
  this.unprojectVector = function(a, b) {
    b.projectionMatrixInverse.getInverse(b.projectionMatrix);
    D.multiply(b.matrixWorld, b.projectionMatrixInverse);
    D.multiplyVector3(a);
    return a
  };
  this.pickingRay = function(a, b) {
    var c;
    a.z = -1;
    c = new THREE.Vector3(a.x, a.y, 1);
    this.unprojectVector(a, b);
    this.unprojectVector(c, b);
    c.subSelf(a).normalize();
    return new THREE.Ray(a, c)
  };
  this.projectGraph = function(b, d) {
    e = 0;
    w.objects.length = 0;
    w.sprites.length = 0;
    w.lights.length = 0;
    var g = function(b) {
      if (b.visible !== !1) {
        var c;
        if (c = b instanceof THREE.Mesh || b instanceof THREE.Line)
          if (!(c = b.frustumCulled === !1)) a: {
            for (var d = b.matrixWorld, e = -b.geometry.boundingSphere.radius * Math.max(b.scale.x, Math.max(b.scale.y, b.scale.z)), h = 0; h < 6; h++)
              if (c = r[h].x * d.n14 + r[h].y * d.n24 + r[h].z * d.n34 + r[h].w, c <= e) {
                c = !1;
                break a
              }
            c = !0
          }
        c ? (D.multiplyVector3(F.copy(b.position)), f = a(), f.object = b, f.z = F.z, w.objects.push(f)) : b instanceof THREE.Sprite || b instanceof THREE.Particle ? (D.multiplyVector3(F.copy(b.position)), f = a(), f.object = b, f.z = F.z, w.sprites.push(f)) : b instanceof THREE.Light && w.lights.push(b);
        c = 0;
        for (d = b.children.length; c < d; c++) g(b.children[c])
      }
    };
    g(b);
    d && w.objects.sort(c);
    return w
  };
  this.projectScene = function(a, e, f) {
    var g = e.near,
      r = e.far,
      F, L, B, S, v, R, P, V, J, t, A, x, y, M, la, fa;
    Q = s = o = i = 0;
    w.elements.length = 0;
    e.parent === void 0 && (console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it..."), a.add(e));
    a.updateMatrixWorld();
    e.matrixWorldInverse.getInverse(e.matrixWorld);
    D.multiply(e.projectionMatrix, e.matrixWorldInverse);
    this.computeFrustum(D);
    w = this.projectGraph(a, !1);
    a = 0;
    for (F = w.objects.length; a < F; a++)
      if (J = w.objects[a].object, t = J.matrixWorld, x = J.material, m = 0, J instanceof THREE.Mesh) {
        A = J.geometry;
        y = J.geometry.materials;
        S = A.vertices;
        M = A.faces;
        la = A.faceVertexUvs;
        A = J.matrixRotationWorld.extractRotation(t);
        L = 0;
        for (B = S.length; L < B; L++) h = b(), h.positionWorld.copy(S[L].position), t.multiplyVector3(h.positionWorld), h.positionScreen.copy(h.positionWorld), D.multiplyVector4(h.positionScreen), h.positionScreen.x /= h.positionScreen.w, h.positionScreen.y /= h.positionScreen.w, h.visible = h.positionScreen.z > g && h.positionScreen.z < r;
        S = 0;
        for (L = M.length; S < L; S++) {
          B = M[S];
          if (B instanceof THREE.Face3)
            if (v = l[B.a], R = l[B.b], P = l[B.c], v.visible && R.visible && P.visible && (J.doubleSided || J.flipSided != (P.positionScreen.x - v.positionScreen.x) * (R.positionScreen.y - v.positionScreen.y) - (P.positionScreen.y - v.positionScreen.y) * (R.positionScreen.x - v.positionScreen.x) < 0)) V = n[i] = n[i] || new THREE.RenderableFace3, i++, j = V, j.v1.copy(v), j.v2.copy(R), j.v3.copy(P);
            else continue;
          else if (B instanceof THREE.Face4)
            if (v = l[B.a], R = l[B.b], P = l[B.c], V = l[B.d], v.visible && R.visible && P.visible && V.visible && (J.doubleSided || J.flipSided != ((V.positionScreen.x - v.positionScreen.x) * (R.positionScreen.y - v.positionScreen.y) - (V.positionScreen.y - v.positionScreen.y) * (R.positionScreen.x - v.positionScreen.x) < 0 || (R.positionScreen.x - P.positionScreen.x) * (V.positionScreen.y - P.positionScreen.y) - (R.positionScreen.y - P.positionScreen.y) * (V.positionScreen.x - P.positionScreen.x) < 0))) fa = p[o] = p[o] || new THREE.RenderableFace4, o++, j = fa, j.v1.copy(v), j.v2.copy(R), j.v3.copy(P), j.v4.copy(V);
            else continue;
          j.normalWorld.copy(B.normal);
          A.multiplyVector3(j.normalWorld);
          j.centroidWorld.copy(B.centroid);
          t.multiplyVector3(j.centroidWorld);
          j.centroidScreen.copy(j.centroidWorld);
          D.multiplyVector3(j.centroidScreen);
          P = B.vertexNormals;
          v = 0;
          for (R = P.length; v < R; v++) V = j.vertexNormalsWorld[v], V.copy(P[v]), A.multiplyVector3(V);
          v = 0;
          for (R = la.length; v < R; v++)
            if (fa = la[v][S]) {
              P = 0;
              for (V = fa.length; P < V; P++) j.uvs[v][P] = fa[P]
            }
          j.material = x;
          j.faceMaterial = B.materialIndex !== null ? y[B.materialIndex] : null;
          j.z = j.centroidScreen.z;
          w.elements.push(j)
        }
      } else if (J instanceof THREE.Line) {
      u.multiply(D, t);
      S = J.geometry.vertices;
      v = b();
      v.positionScreen.copy(S[0].position);
      u.multiplyVector4(v.positionScreen);
      L = 1;
      for (B = S.length; L < B; L++)
        if (v = b(), v.positionScreen.copy(S[L].position), u.multiplyVector4(v.positionScreen), R = l[m - 2], E.copy(v.positionScreen), N.copy(R.positionScreen), d(E, N)) E.multiplyScalar(1 / E.w), N.multiplyScalar(1 / N.w), J = K[s] = K[s] || new THREE.RenderableLine, s++, k = J, k.v1.positionScreen.copy(E), k.v2.positionScreen.copy(N), k.z = Math.max(E.z, N.z), k.material = x, w.elements.push(k)
    }
    a = 0;
    for (F = w.sprites.length; a < F; a++)
      if (J = w.sprites[a].object, t = J.matrixWorld, J instanceof THREE.Particle && (z.set(t.n14, t.n24, t.n34, 1), D.multiplyVector4(z), z.z /= z.w, z.z > 0 && z.z < 1)) g = O[Q] = O[Q] || new THREE.RenderableParticle, Q++, C = g, C.x = z.x / z.w, C.y = z.y / z.w, C.z = z.z, C.rotation = J.rotation.z, C.scale.x = J.scale.x * Math.abs(C.x - (z.x + e.projectionMatrix.n11) / (z.w + e.projectionMatrix.n14)), C.scale.y = J.scale.y * Math.abs(C.y - (z.y + e.projectionMatrix.n22) / (z.w + e.projectionMatrix.n24)), C.material = J.material, w.elements.push(C);
    f && w.elements.sort(c);
    return w
  }
};
THREE.Quaternion = function(a, b, c, d) {
  this.set(a || 0, b || 0, c || 0, d !== void 0 ? d : 1)
};
THREE.Quaternion.prototype = {
  constructor: THREE.Quaternion,
  set: function(a, b, c, d) {
    this.x = a;
    this.y = b;
    this.z = c;
    this.w = d;
    return this
  },
  copy: function(a) {
    this.x = a.x;
    this.y = a.y;
    this.z = a.z;
    this.w = a.w;
    return this
  },
  setFromEuler: function(a) {
    var b = Math.PI / 360,
      c = a.x * b,
      d = a.y * b,
      f = a.z * b,
      a = Math.cos(d),
      d = Math.sin(d),
      b = Math.cos(-f),
      f = Math.sin(-f),
      e = Math.cos(c),
      c = Math.sin(c),
      g = a * b,
      h = d * f;
    this.w = g * e - h * c;
    this.x = g * c + h * e;
    this.y = d * b * e + a * f * c;
    this.z = a * f * e - d * b * c;
    return this
  },
  setFromAxisAngle: function(a, b) {
    var c = b / 2,
      d = Math.sin(c);
    this.x = a.x * d;
    this.y = a.y * d;
    this.z = a.z * d;
    this.w = Math.cos(c);
    return this
  },
  setFromRotationMatrix: function(a) {
    var b = Math.pow(a.determinant(), 1 / 3);
    this.w = Math.sqrt(Math.max(0, b + a.n11 + a.n22 + a.n33)) / 2;
    this.x = Math.sqrt(Math.max(0, b + a.n11 - a.n22 - a.n33)) / 2;
    this.y = Math.sqrt(Math.max(0, b - a.n11 + a.n22 - a.n33)) / 2;
    this.z = Math.sqrt(Math.max(0, b - a.n11 - a.n22 + a.n33)) / 2;
    this.x = a.n32 - a.n23 < 0 ? -Math.abs(this.x) : Math.abs(this.x);
    this.y = a.n13 - a.n31 < 0 ? -Math.abs(this.y) : Math.abs(this.y);
    this.z = a.n21 - a.n12 < 0 ? -Math.abs(this.z) : Math.abs(this.z);
    this.normalize();
    return this
  },
  calculateW: function() {
    this.w = -Math.sqrt(Math.abs(1 - this.x * this.x - this.y * this.y - this.z * this.z));
    return this
  },
  inverse: function() {
    this.x *= -1;
    this.y *= -1;
    this.z *= -1;
    return this
  },
  length: function() {
    return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w)
  },
  normalize: function() {
    var a = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
    a === 0 ? this.w = this.z = this.y = this.x = 0 : (a = 1 / a, this.x *= a, this.y *= a, this.z *= a, this.w *= a);
    return this
  },
  multiplySelf: function(a) {
    var b = this.x,
      c = this.y,
      d = this.z,
      f = this.w,
      e = a.x,
      g = a.y,
      h = a.z,
      a = a.w;
    this.x = b * a + f * e + c * h - d * g;
    this.y = c * a + f * g + d * e - b * h;
    this.z = d * a + f * h + b * g - c * e;
    this.w = f * a - b * e - c * g - d * h;
    return this
  },
  multiply: function(a, b) {
    this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x;
    this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y;
    this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z;
    this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w;
    return this
  },
  multiplyVector3: function(a, b) {
    b || (b = a);
    var c = a.x,
      d = a.y,
      f = a.z,
      e = this.x,
      g = this.y,
      h = this.z,
      m = this.w,
      l = m * c + g * f - h * d,
      j = m * d + h * c - e * f,
      i = m * f + e * d - g * c,
      c = -e * c - g * d - h * f;
    b.x = l * m + c * -e + j * -h - i * -g;
    b.y = j * m + c * -g + i * -e - l * -h;
    b.z = i * m + c * -h + l * -g - j * -e;
    return b
  }
};
THREE.Quaternion.slerp = function(a, b, c, d) {
  var f = a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z;
  f < 0 ? (c.w = -b.w, c.x = -b.x, c.y = -b.y, c.z = -b.z, f = -f) : c.copy(b);
  if (Math.abs(f) >= 1) return c.w = a.w, c.x = a.x, c.y = a.y, c.z = a.z, c;
  var e = Math.acos(f),
    f = Math.sqrt(1 - f * f);
  if (Math.abs(f) < 0.001) return c.w = 0.5 * (a.w + b.w), c.x = 0.5 * (a.x + b.x), c.y = 0.5 * (a.y + b.y), c.z = 0.5 * (a.z + b.z), c;
  b = Math.sin((1 - d) * e) / f;
  d = Math.sin(d * e) / f;
  c.w = a.w * b + c.w * d;
  c.x = a.x * b + c.x * d;
  c.y = a.y * b + c.y * d;
  c.z = a.z * b + c.z * d;
  return c
};
THREE.Vertex = function(a) {
  this.position = a || new THREE.Vector3
};
THREE.Face3 = function(a, b, c, d, f, e) {
  this.a = a;
  this.b = b;
  this.c = c;
  this.normal = d instanceof THREE.Vector3 ? d : new THREE.Vector3;
  this.vertexNormals = d instanceof Array ? d : [];
  this.color = f instanceof THREE.Color ? f : new THREE.Color;
  this.vertexColors = f instanceof Array ? f : [];
  this.vertexTangents = [];
  this.materialIndex = e;
  this.centroid = new THREE.Vector3
};
THREE.Face4 = function(a, b, c, d, f, e, g) {
  this.a = a;
  this.b = b;
  this.c = c;
  this.d = d;
  this.normal = f instanceof THREE.Vector3 ? f : new THREE.Vector3;
  this.vertexNormals = f instanceof Array ? f : [];
  this.color = e instanceof THREE.Color ? e : new THREE.Color;
  this.vertexColors = e instanceof Array ? e : [];
  this.vertexTangents = [];
  this.materialIndex = g;
  this.centroid = new THREE.Vector3
};
THREE.UV = function(a, b) {
  this.u = a || 0;
  this.v = b || 0
};
THREE.UV.prototype = {
  constructor: THREE.UV,
  set: function(a, b) {
    this.u = a;
    this.v = b;
    return this
  },
  copy: function(a) {
    this.u = a.u;
    this.v = a.v;
    return this
  },
  clone: function() {
    return new THREE.UV(this.u, this.v)
  }
};
THREE.Geometry = function() {
  this.id = THREE.GeometryCount++;
  this.vertices = [];
  this.colors = [];
  this.materials = [];
  this.faces = [];
  this.faceUvs = [
    []
  ];
  this.faceVertexUvs = [
    []
  ];
  this.morphTargets = [];
  this.morphColors = [];
  this.skinWeights = [];
  this.skinIndices = [];
  this.boundingSphere = this.boundingBox = null;
  this.dynamic = this.hasTangents = !1
};
THREE.Geometry.prototype = {
  constructor: THREE.Geometry,
  applyMatrix: function(a) {
    var b = new THREE.Matrix4;
    b.extractRotation(a, new THREE.Vector3(1, 1, 1));
    for (var c = 0, d = this.vertices.length; c < d; c++) a.multiplyVector3(this.vertices[c].position);
    c = 0;
    for (d = this.faces.length; c < d; c++) {
      var f = this.faces[c];
      b.multiplyVector3(f.normal);
      for (var e = 0, g = f.vertexNormals.length; e < g; e++) b.multiplyVector3(f.vertexNormals[e]);
      a.multiplyVector3(f.centroid)
    }
  },
  computeCentroids: function() {
    var a, b, c;
    a = 0;
    for (b = this.faces.length; a < b; a++) c = this.faces[a], c.centroid.set(0, 0, 0), c instanceof THREE.Face3 ? (c.centroid.addSelf(this.vertices[c.a].position), c.centroid.addSelf(this.vertices[c.b].position), c.centroid.addSelf(this.vertices[c.c].position), c.centroid.divideScalar(3)) : c instanceof THREE.Face4 && (c.centroid.addSelf(this.vertices[c.a].position), c.centroid.addSelf(this.vertices[c.b].position), c.centroid.addSelf(this.vertices[c.c].position), c.centroid.addSelf(this.vertices[c.d].position), c.centroid.divideScalar(4))
  },
  computeFaceNormals: function() {
    var a, b, c, d, f, e, g = new THREE.Vector3,
      h = new THREE.Vector3;
    a = 0;
    for (b = this.faces.length; a < b; a++) c = this.faces[a], d = this.vertices[c.a], f = this.vertices[c.b], e = this.vertices[c.c], g.sub(e.position, f.position), h.sub(d.position, f.position), g.crossSelf(h), g.isZero() || g.normalize(), c.normal.copy(g)
  },
  computeVertexNormals: function() {
    var a, b, c, d;
    if (this.__tmpVertices === void 0) {
      d = this.__tmpVertices = Array(this.vertices.length);
      a = 0;
      for (b = this.vertices.length; a < b; a++) d[a] = new THREE.Vector3;
      a = 0;
      for (b = this.faces.length; a < b; a++)
        if (c = this.faces[a], c instanceof THREE.Face3) c.vertexNormals = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
        else if (c instanceof THREE.Face4) c.vertexNormals = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3, new THREE.Vector3]
    } else {
      d = this.__tmpVertices;
      a = 0;
      for (b = this.vertices.length; a < b; a++) d[a].set(0, 0, 0)
    }
    a = 0;
    for (b = this.faces.length; a < b; a++) c = this.faces[a], c instanceof THREE.Face3 ? (d[c.a].addSelf(c.normal), d[c.b].addSelf(c.normal), d[c.c].addSelf(c.normal)) : c instanceof THREE.Face4 && (d[c.a].addSelf(c.normal), d[c.b].addSelf(c.normal), d[c.c].addSelf(c.normal), d[c.d].addSelf(c.normal));
    a = 0;
    for (b = this.vertices.length; a < b; a++) d[a].normalize();
    a = 0;
    for (b = this.faces.length; a < b; a++) c = this.faces[a], c instanceof THREE.Face3 ? (c.vertexNormals[0].copy(d[c.a]), c.vertexNormals[1].copy(d[c.b]), c.vertexNormals[2].copy(d[c.c])) : c instanceof THREE.Face4 && (c.vertexNormals[0].copy(d[c.a]), c.vertexNormals[1].copy(d[c.b]), c.vertexNormals[2].copy(d[c.c]), c.vertexNormals[3].copy(d[c.d]))
  },
  computeTangents: function() {
    function a(a, b, c, d, e, f, D) {
      h = a.vertices[b].position;
      m = a.vertices[c].position;
      l = a.vertices[d].position;
      j = g[e];
      i = g[f];
      n = g[D];
      o = m.x - h.x;
      p = l.x - h.x;
      k = m.y - h.y;
      s = l.y - h.y;
      K = m.z - h.z;
      C = l.z - h.z;
      Q = i.u - j.u;
      O = n.u - j.u;
      w = i.v - j.v;
      F = n.v - j.v;
      z = 1 / (Q * F - O * w);
      E.set((F * o - w * p) * z, (F * k - w * s) * z, (F * K - w * C) * z);
      N.set((Q * p - O * o) * z, (Q * s - O * k) * z, (Q * C - O * K) * z);
      u[b].addSelf(E);
      u[c].addSelf(E);
      u[d].addSelf(E);
      r[b].addSelf(N);
      r[c].addSelf(N);
      r[d].addSelf(N)
    }
    var b, c, d, f, e, g, h, m, l, j, i, n, o, p, k, s, K, C, Q, O, w, F, z, D, u = [],
      r = [],
      E = new THREE.Vector3,
      N = new THREE.Vector3,
      W = new THREE.Vector3,
      da = new THREE.Vector3,
      G = new THREE.Vector3;
    b = 0;
    for (c = this.vertices.length; b < c; b++) u[b] = new THREE.Vector3, r[b] = new THREE.Vector3;
    b = 0;
    for (c = this.faces.length; b < c; b++) e = this.faces[b], g = this.faceVertexUvs[0][b], e instanceof THREE.Face3 ? a(this, e.a, e.b, e.c, 0, 1, 2) : e instanceof THREE.Face4 && (a(this, e.a, e.b, e.c, 0, 1, 2), a(this, e.a, e.b, e.d, 0, 1, 3));
    var H = ["a", "b", "c", "d"];
    b = 0;
    for (c = this.faces.length; b < c; b++) {
      e = this.faces[b];
      for (d = 0; d < e.vertexNormals.length; d++) G.copy(e.vertexNormals[d]), f = e[H[d]], D = u[f], W.copy(D), W.subSelf(G.multiplyScalar(G.dot(D))).normalize(), da.cross(e.vertexNormals[d], D), f = da.dot(r[f]), f = f < 0 ? -1 : 1, e.vertexTangents[d] = new THREE.Vector4(W.x, W.y, W.z, f)
    }
    this.hasTangents = !0
  },
  computeBoundingBox: function() {
    var a;
    if (this.vertices.length > 0) {
      this.boundingBox = {
        x: [this.vertices[0].position.x, this.vertices[0].position.x],
        y: [this.vertices[0].position.y, this.vertices[0].position.y],
        z: [this.vertices[0].position.z, this.vertices[0].position.z]
      };
      for (var b = 1, c = this.vertices.length; b < c; b++) {
        a = this.vertices[b];
        if (a.position.x < this.boundingBox.x[0]) this.boundingBox.x[0] = a.position.x;
        else if (a.position.x > this.boundingBox.x[1]) this.boundingBox.x[1] = a.position.x;
        if (a.position.y < this.boundingBox.y[0]) this.boundingBox.y[0] = a.position.y;
        else if (a.position.y > this.boundingBox.y[1]) this.boundingBox.y[1] = a.position.y;
        if (a.position.z < this.boundingBox.z[0]) this.boundingBox.z[0] = a.position.z;
        else if (a.position.z > this.boundingBox.z[1]) this.boundingBox.z[1] = a.position.z
      }
    }
  },
  computeBoundingSphere: function() {
    for (var a = 0, b = 0, c = this.vertices.length; b < c; b++) a = Math.max(a, this.vertices[b].position.length());
    this.boundingSphere = {
      radius: a
    }
  },
  mergeVertices: function() {
    var a = {},
      b = [],
      c = [],
      d, f = Math.pow(10, 4),
      e, g;
    e = 0;
    for (g = this.vertices.length; e < g; e++) d = this.vertices[e].position, d = [Math.round(d.x * f), Math.round(d.y * f), Math.round(d.z * f)].join("_"), a[d] === void 0 ? (a[d] = e, b.push(this.vertices[e]), c[e] = b.length - 1) : c[e] = c[a[d]];
    e = 0;
    for (g = this.faces.length; e < g; e++)
      if (a = this.faces[e], a instanceof THREE.Face3) a.a = c[a.a], a.b = c[a.b], a.c = c[a.c];
      else if (a instanceof THREE.Face4) a.a = c[a.a], a.b = c[a.b], a.c = c[a.c], a.d = c[a.d];
    this.vertices = b
  }
};
THREE.GeometryCount = 0;
THREE.Camera = function() {
  if (arguments.length) return console.warn("DEPRECATED: Camera() is now PerspectiveCamera() or OrthographicCamera()."), new THREE.PerspectiveCamera(arguments[0], arguments[1], arguments[2], arguments[3]);
  THREE.Object3D.call(this);
  this.matrixWorldInverse = new THREE.Matrix4;
  this.projectionMatrix = new THREE.Matrix4;
  this.projectionMatrixInverse = new THREE.Matrix4
};
THREE.Camera.prototype = new THREE.Object3D;
THREE.Camera.prototype.constructor = THREE.Camera;
THREE.Camera.prototype.lookAt = function(a) {
  this.matrix.lookAt(this.position, a, this.up);
  this.rotationAutoUpdate && this.rotation.setRotationFromMatrix(this.matrix)
};
THREE.OrthographicCamera = function(a, b, c, d, f, e) {
  THREE.Camera.call(this);
  this.left = a;
  this.right = b;
  this.top = c;
  this.bottom = d;
  this.near = f !== void 0 ? f : 0.1;
  this.far = e !== void 0 ? e : 2E3;
  this.updateProjectionMatrix()
};
THREE.OrthographicCamera.prototype = new THREE.Camera;
THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
THREE.OrthographicCamera.prototype.updateProjectionMatrix = function() {
  this.projectionMatrix = THREE.Matrix4.makeOrtho(this.left, this.right, this.top, this.bottom, this.near, this.far)
};
THREE.PerspectiveCamera = function(a, b, c, d) {
  THREE.Camera.call(this);
  this.fov = a !== void 0 ? a : 50;
  this.aspect = b !== void 0 ? b : 1;
  this.near = c !== void 0 ? c : 0.1;
  this.far = d !== void 0 ? d : 2E3;
  this.updateProjectionMatrix()
};
THREE.PerspectiveCamera.prototype = new THREE.Camera;
THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
THREE.PerspectiveCamera.prototype.setLens = function(a, b) {
  this.fov = 2 * Math.atan((b !== void 0 ? b : 43.25) / (a * 2));
  this.fov *= 180 / Math.PI;
  this.updateProjectionMatrix()
};
THREE.PerspectiveCamera.prototype.setViewOffset = function(a, b, c, d, f, e) {
  this.fullWidth = a;
  this.fullHeight = b;
  this.x = c;
  this.y = d;
  this.width = f;
  this.height = e;
  this.updateProjectionMatrix()
};
THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function() {
  if (this.fullWidth) {
    var a = this.fullWidth / this.fullHeight,
      b = Math.tan(this.fov * Math.PI / 360) * this.near,
      c = -b,
      d = a * c,
      a = Math.abs(a * b - d),
      c = Math.abs(b - c);
    this.projectionMatrix = THREE.Matrix4.makeFrustum(d + this.x * a / this.fullWidth, d + (this.x + this.width) * a / this.fullWidth, b - (this.y + this.height) * c / this.fullHeight, b - this.y * c / this.fullHeight, this.near, this.far)
  } else this.projectionMatrix = THREE.Matrix4.makePerspective(this.fov, this.aspect, this.near, this.far)
};
THREE.Light = function(a) {
  THREE.Object3D.call(this);
  this.color = new THREE.Color(a)
};
THREE.Light.prototype = new THREE.Object3D;
THREE.Light.prototype.constructor = THREE.Light;
THREE.Light.prototype.supr = THREE.Object3D.prototype;
THREE.AmbientLight = function(a) {
  THREE.Light.call(this, a)
};
THREE.AmbientLight.prototype = new THREE.Light;
THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
THREE.DirectionalLight = function(a, b, c) {
  THREE.Light.call(this, a);
  this.position = new THREE.Vector3(0, 1, 0);
  this.intensity = b !== void 0 ? b : 1;
  this.distance = c !== void 0 ? c : 0
};
THREE.DirectionalLight.prototype = new THREE.Light;
THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
THREE.PointLight = function(a, b, c) {
  THREE.Light.call(this, a);
  this.position = new THREE.Vector3(0, 0, 0);
  this.intensity = b !== void 0 ? b : 1;
  this.distance = c !== void 0 ? c : 0
};
THREE.PointLight.prototype = new THREE.Light;
THREE.PointLight.prototype.constructor = THREE.PointLight;
THREE.Material = function(a) {
  this.name = "";
  this.id = THREE.MaterialCount++;
  a = a || {};
  this.opacity = a.opacity !== void 0 ? a.opacity : 1;
  this.transparent = a.transparent !== void 0 ? a.transparent : !1;
  this.blending = a.blending !== void 0 ? a.blending : THREE.NormalBlending;
  this.depthTest = a.depthTest !== void 0 ? a.depthTest : !0;
  this.depthWrite = a.depthWrite !== void 0 ? a.depthWrite : !0;
  this.polygonOffset = a.polygonOffset !== void 0 ? a.polygonOffset : !1;
  this.polygonOffsetFactor = a.polygonOffsetFactor !== void 0 ? a.polygonOffsetFactor : 0;
  this.polygonOffsetUnits = a.polygonOffsetUnits !== void 0 ? a.polygonOffsetUnits : 0;
  this.alphaTest = a.alphaTest !== void 0 ? a.alphaTest : 0;
  this.overdraw = a.overdraw !== void 0 ? a.overdraw : !1
};
THREE.MaterialCount = 0;
THREE.NoShading = 0;
THREE.FlatShading = 1;
THREE.SmoothShading = 2;
THREE.NoColors = 0;
THREE.FaceColors = 1;
THREE.VertexColors = 2;
THREE.NormalBlending = 0;
THREE.AdditiveBlending = 1;
THREE.SubtractiveBlending = 2;
THREE.MultiplyBlending = 3;
THREE.AdditiveAlphaBlending = 4;
THREE.LineBasicMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
  this.linewidth = a.linewidth !== void 0 ? a.linewidth : 1;
  this.linecap = a.linecap !== void 0 ? a.linecap : "round";
  this.linejoin = a.linejoin !== void 0 ? a.linejoin : "round";
  this.vertexColors = a.vertexColors ? a.vertexColors : !1;
  this.fog = a.fog !== void 0 ? a.fog : !0
};
THREE.LineBasicMaterial.prototype = new THREE.Material;
THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
THREE.MeshBasicMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
  this.map = a.map !== void 0 ? a.map : null;
  this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
  this.envMap = a.envMap !== void 0 ? a.envMap : null;
  this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
  this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
  this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
  this.fog = a.fog !== void 0 ? a.fog : !0;
  this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
  this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
  this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
  this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
  this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
  this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
  this.skinning = a.skinning !== void 0 ? a.skinning : !1;
  this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
};
THREE.MeshBasicMaterial.prototype = new THREE.Material;
THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
THREE.MeshLambertMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
  this.ambient = a.ambient !== void 0 ? new THREE.Color(a.ambient) : new THREE.Color(328965);
  this.map = a.map !== void 0 ? a.map : null;
  this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
  this.envMap = a.envMap !== void 0 ? a.envMap : null;
  this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
  this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
  this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
  this.fog = a.fog !== void 0 ? a.fog : !0;
  this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
  this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
  this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
  this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
  this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
  this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
  this.skinning = a.skinning !== void 0 ? a.skinning : !1;
  this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
};
THREE.MeshLambertMaterial.prototype = new THREE.Material;
THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
  this.ambient = a.ambient !== void 0 ? new THREE.Color(a.ambient) : new THREE.Color(328965);
  this.specular = a.specular !== void 0 ? new THREE.Color(a.specular) : new THREE.Color(1118481);
  this.shininess = a.shininess !== void 0 ? a.shininess : 30;
  this.metal = a.metal !== void 0 ? a.metal : !1;
  this.perPixel = a.perPixel !== void 0 ? a.perPixel : !1;
  this.map = a.map !== void 0 ? a.map : null;
  this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
  this.envMap = a.envMap !== void 0 ? a.envMap : null;
  this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
  this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
  this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
  this.fog = a.fog !== void 0 ? a.fog : !0;
  this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
  this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
  this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
  this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
  this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
  this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
  this.skinning = a.skinning !== void 0 ? a.skinning : !1;
  this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
};
THREE.MeshPhongMaterial.prototype = new THREE.Material;
THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
  this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
  this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1
};
THREE.MeshDepthMaterial.prototype = new THREE.Material;
THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.shading = a.shading ? a.shading : THREE.FlatShading;
  this.wireframe = a.wireframe ? a.wireframe : !1;
  this.wireframeLinewidth = a.wireframeLinewidth ? a.wireframeLinewidth : 1
};
THREE.MeshNormalMaterial.prototype = new THREE.Material;
THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
THREE.MeshFaceMaterial = function() {};
THREE.ParticleBasicMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
  this.map = a.map !== void 0 ? a.map : null;
  this.size = a.size !== void 0 ? a.size : 1;
  this.sizeAttenuation = a.sizeAttenuation !== void 0 ? a.sizeAttenuation : !0;
  this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
  this.fog = a.fog !== void 0 ? a.fog : !0
};
THREE.ParticleBasicMaterial.prototype = new THREE.Material;
THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial;
THREE.ParticleCanvasMaterial = function(a) {
  THREE.Material.call(this, a);
  a = a || {};
  this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
  this.program = a.program !== void 0 ? a.program : function() {}
};
THREE.ParticleCanvasMaterial.prototype = new THREE.Material;
THREE.ParticleCanvasMaterial.prototype.constructor = THREE.ParticleCanvasMaterial;
THREE.Texture = function(a, b, c, d, f, e) {
  this.id = THREE.TextureCount++;
  this.image = a;
  this.mapping = b !== void 0 ? b : new THREE.UVMapping;
  this.wrapS = c !== void 0 ? c : THREE.ClampToEdgeWrapping;
  this.wrapT = d !== void 0 ? d : THREE.ClampToEdgeWrapping;
  this.magFilter = f !== void 0 ? f : THREE.LinearFilter;
  this.minFilter = e !== void 0 ? e : THREE.LinearMipMapLinearFilter;
  this.offset = new THREE.Vector2(0, 0);
  this.repeat = new THREE.Vector2(1, 1);
  this.needsUpdate = !1;
  this.onUpdate = null
};
THREE.Texture.prototype = {
  constructor: THREE.Texture,
  clone: function() {
    var a = new THREE.Texture(this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter);
    a.offset.copy(this.offset);
    a.repeat.copy(this.repeat);
    return a
  }
};
THREE.TextureCount = 0;
THREE.MultiplyOperation = 0;
THREE.MixOperation = 1;
THREE.CubeReflectionMapping = function() {};
THREE.CubeRefractionMapping = function() {};
THREE.LatitudeReflectionMapping = function() {};
THREE.LatitudeRefractionMapping = function() {};
THREE.SphericalReflectionMapping = function() {};
THREE.SphericalRefractionMapping = function() {};
THREE.UVMapping = function() {};
THREE.RepeatWrapping = 0;
THREE.ClampToEdgeWrapping = 1;
THREE.MirroredRepeatWrapping = 2;
THREE.NearestFilter = 3;
THREE.NearestMipMapNearestFilter = 4;
THREE.NearestMipMapLinearFilter = 5;
THREE.LinearFilter = 6;
THREE.LinearMipMapNearestFilter = 7;
THREE.LinearMipMapLinearFilter = 8;
THREE.ByteType = 9;
THREE.UnsignedByteType = 10;
THREE.ShortType = 11;
THREE.UnsignedShortType = 12;
THREE.IntType = 13;
THREE.UnsignedIntType = 14;
THREE.FloatType = 15;
THREE.AlphaFormat = 16;
THREE.RGBFormat = 17;
THREE.RGBAFormat = 18;
THREE.LuminanceFormat = 19;
THREE.LuminanceAlphaFormat = 20;
THREE.Particle = function(a) {
  THREE.Object3D.call(this);
  this.material = a
};
THREE.Particle.prototype = new THREE.Object3D;
THREE.Particle.prototype.constructor = THREE.Particle;
THREE.Line = function(a, b, c) {
  THREE.Object3D.call(this);
  this.geometry = a;
  this.material = b;
  this.type = c !== void 0 ? c : THREE.LineStrip;
  this.geometry && (this.geometry.boundingSphere || this.geometry.computeBoundingSphere())
};
THREE.LineStrip = 0;
THREE.LinePieces = 1;
THREE.Line.prototype = new THREE.Object3D;
THREE.Line.prototype.constructor = THREE.Line;
THREE.Mesh = function(a, b) {
  THREE.Object3D.call(this);
  this.geometry = a;
  this.material = b;
  if (b instanceof Array) console.warn("DEPRECATED: Mesh material can no longer be an Array. Using material at index 0..."), this.material = b[0];
  if (this.geometry && (this.geometry.boundingSphere || this.geometry.computeBoundingSphere(), this.boundRadius = a.boundingSphere.radius, this.geometry.morphTargets.length)) {
    this.morphTargetBase = -1;
    this.morphTargetForcedOrder = [];
    this.morphTargetInfluences = [];
    this.morphTargetDictionary = {};
    for (var c = 0; c < this.geometry.morphTargets.length; c++) this.morphTargetInfluences.push(0), this.morphTargetDictionary[this.geometry.morphTargets[c].name] = c
  }
};
THREE.Mesh.prototype = new THREE.Object3D;
THREE.Mesh.prototype.constructor = THREE.Mesh;
THREE.Mesh.prototype.supr = THREE.Object3D.prototype;
THREE.Mesh.prototype.getMorphTargetIndexByName = function(a) {
  if (this.morphTargetDictionary[a] !== void 0) return this.morphTargetDictionary[a];
  console.log("THREE.Mesh.getMorphTargetIndexByName: morph target " + a + " does not exist. Returning 0.");
  return 0
};
THREE.Bone = function(a) {
  THREE.Object3D.call(this);
  this.skin = a;
  this.skinMatrix = new THREE.Matrix4
};
THREE.Bone.prototype = new THREE.Object3D;
THREE.Bone.prototype.constructor = THREE.Bone;
THREE.Bone.prototype.supr = THREE.Object3D.prototype;
THREE.Bone.prototype.update = function(a, b) {
  this.matrixAutoUpdate && (b |= this.updateMatrix());
  if (b || this.matrixWorldNeedsUpdate) a ? this.skinMatrix.multiply(a, this.matrix) : this.skinMatrix.copy(this.matrix), this.matrixWorldNeedsUpdate = !1, b = !0;
  var c, d = this.children.length;
  for (c = 0; c < d; c++) this.children[c].update(this.skinMatrix, b)
};
THREE.Sprite = function(a) {
  THREE.Object3D.call(this);
  this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
  this.map = a.map instanceof THREE.Texture ? a.map : THREE.ImageUtils.loadTexture(a.map);
  this.blending = a.blending !== void 0 ? a.blending : THREE.NormalBlending;
  this.useScreenCoordinates = a.useScreenCoordinates !== void 0 ? a.useScreenCoordinates : !0;
  this.mergeWith3D = a.mergeWith3D !== void 0 ? a.mergeWith3D : !this.useScreenCoordinates;
  this.affectedByDistance = a.affectedByDistance !== void 0 ? a.affectedByDistance : !this.useScreenCoordinates;
  this.scaleByViewport = a.scaleByViewport !== void 0 ? a.scaleByViewport : !this.affectedByDistance;
  this.alignment = a.alignment instanceof THREE.Vector2 ? a.alignment : THREE.SpriteAlignment.center;
  this.rotation3d = this.rotation;
  this.rotation = 0;
  this.opacity = 1;
  this.uvOffset = new THREE.Vector2(0, 0);
  this.uvScale = new THREE.Vector2(1, 1)
};
THREE.Sprite.prototype = new THREE.Object3D;
THREE.Sprite.prototype.constructor = THREE.Sprite;
THREE.Sprite.prototype.updateMatrix = function() {
  this.matrix.setPosition(this.position);
  this.rotation3d.set(0, 0, this.rotation);
  this.matrix.setRotationFromEuler(this.rotation3d);
  if (this.scale.x !== 1 || this.scale.y !== 1) this.matrix.scale(this.scale), this.boundRadiusScale = Math.max(this.scale.x, this.scale.y);
  this.matrixWorldNeedsUpdate = !0
};
THREE.SpriteAlignment = {};
THREE.SpriteAlignment.topLeft = new THREE.Vector2(1, -1);
THREE.SpriteAlignment.topCenter = new THREE.Vector2(0, -1);
THREE.SpriteAlignment.topRight = new THREE.Vector2(-1, -1);
THREE.SpriteAlignment.centerLeft = new THREE.Vector2(1, 0);
THREE.SpriteAlignment.center = new THREE.Vector2(0, 0);
THREE.SpriteAlignment.centerRight = new THREE.Vector2(-1, 0);
THREE.SpriteAlignment.bottomLeft = new THREE.Vector2(1, 1);
THREE.SpriteAlignment.bottomCenter = new THREE.Vector2(0, 1);
THREE.SpriteAlignment.bottomRight = new THREE.Vector2(-1, 1);
THREE.Scene = function() {
  THREE.Object3D.call(this);
  this.overrideMaterial = this.fog = null;
  this.matrixAutoUpdate = !1;
  this.objects = [];
  this.lights = [];
  this.__objectsAdded = [];
  this.__objectsRemoved = []
};
THREE.Scene.prototype = new THREE.Object3D;
THREE.Scene.prototype.constructor = THREE.Scene;
THREE.Scene.prototype.addObject = function(a) {
  if (a instanceof THREE.Light) this.lights.indexOf(a) === -1 && this.lights.push(a);
  else if (!(a instanceof THREE.Camera || a instanceof THREE.Bone) && this.objects.indexOf(a) === -1) {
    this.objects.push(a);
    this.__objectsAdded.push(a);
    var b = this.__objectsRemoved.indexOf(a);
    b !== -1 && this.__objectsRemoved.splice(b, 1)
  }
  for (b = 0; b < a.children.length; b++) this.addObject(a.children[b])
};
THREE.Scene.prototype.removeObject = function(a) {
  if (a instanceof THREE.Light) {
    var b = this.lights.indexOf(a);
    b !== -1 && this.lights.splice(b, 1)
  } else a instanceof THREE.Camera || (b = this.objects.indexOf(a), b !== -1 && (this.objects.splice(b, 1), this.__objectsRemoved.push(a), b = this.__objectsAdded.indexOf(a), b !== -1 && this.__objectsAdded.splice(b, 1)));
  for (b = 0; b < a.children.length; b++) this.removeObject(a.children[b])
};
THREE.CanvasRenderer = function(a) {
  function b(a) {
    if (C != a) k.globalAlpha = C = a
  }

  function c(a) {
    if (Q != a) {
      switch (a) {
        case THREE.NormalBlending:
          k.globalCompositeOperation = "source-over";
          break;
        case THREE.AdditiveBlending:
          k.globalCompositeOperation = "lighter";
          break;
        case THREE.SubtractiveBlending:
          k.globalCompositeOperation = "darker"
      }
      Q = a
    }
  }

  function d(a) {
    if (O != a) k.strokeStyle = O = a
  }

  function f(a) {
    if (w != a) k.fillStyle = w = a
  }
  var e = this,
    g, h, m, l = new THREE.Projector,
    a = a || {},
    j = a.canvas !== void 0 ? a.canvas : document.createElement("canvas"),
    i, n, o, p, k = j.getContext("2d"),
    s = new THREE.Color(0),
    K = 0,
    C = 1,
    Q = 0,
    O = null,
    w = null,
    F = null,
    z = null,
    D = null,
    u, r, E, N, W = new THREE.RenderableVertex,
    da = new THREE.RenderableVertex,
    G, H, I, Y, L, B, S, v, R, P, V, J, t = new THREE.Color,
    A = new THREE.Color,
    x = new THREE.Color,
    y = new THREE.Color,
    M = new THREE.Color,
    la = [],
    fa = [],
    ga, ha, ea, aa, Ba, Ca, Da, Ea, Fa, Ga, ma = new THREE.Rectangle,
    Z = new THREE.Rectangle,
    X = new THREE.Rectangle,
    ya = !1,
    $ = new THREE.Color,
    ta = new THREE.Color,
    ua = new THREE.Color,
    T = new THREE.Vector3,
    qa, ra, za, ba, sa, va, a = 16;
  qa = document.createElement("canvas");
  qa.width = qa.height = 2;
  ra = qa.getContext("2d");
  ra.fillStyle = "rgba(0,0,0,1)";
  ra.fillRect(0, 0, 2, 2);
  za = ra.getImageData(0, 0, 2, 2);
  ba = za.data;
  sa = document.createElement("canvas");
  sa.width = sa.height = a;
  va = sa.getContext("2d");
  va.translate(-a / 2, -a / 2);
  va.scale(a, a);
  a--;
  this.domElement = j;
  this.sortElements = this.sortObjects = this.autoClear = !0;
  this.info = {
    render: {
      vertices: 0,
      faces: 0
    }
  };
  this.setSize = function(a, b) {
    i = a;
    n = b;
    o = Math.floor(i / 2);
    p = Math.floor(n / 2);
    j.width = i;
    j.height = n;
    ma.set(-o, -p, o, p);
    Z.set(-o, -p, o, p);
    C = 1;
    Q = 0;
    D = z = F = w = O = null
  };
  this.setClearColor = function(a, b) {
    s.copy(a);
    K = b;
    Z.set(-o, -p, o, p)
  };
  this.setClearColorHex = function(a, b) {
    s.setHex(a);
    K = b;
    Z.set(-o, -p, o, p)
  };
  this.clear = function() {
    k.setTransform(1, 0, 0, -1, o, p);
    Z.isEmpty() || (Z.minSelf(ma), Z.inflate(2), K < 1 && k.clearRect(Math.floor(Z.getX()), Math.floor(Z.getY()), Math.floor(Z.getWidth()), Math.floor(Z.getHeight())), K > 0 && (c(THREE.NormalBlending), b(1), f("rgba(" + Math.floor(s.r * 255) + "," + Math.floor(s.g * 255) + "," + Math.floor(s.b * 255) + "," + K + ")"), k.fillRect(Math.floor(Z.getX()), Math.floor(Z.getY()), Math.floor(Z.getWidth()), Math.floor(Z.getHeight()))), Z.empty())
  };
  this.render = function(a, j) {
    function i(a) {
      var b, c, d, e;
      $.setRGB(0, 0, 0);
      ta.setRGB(0, 0, 0);
      ua.setRGB(0, 0, 0);
      b = 0;
      for (c = a.length; b < c; b++) d = a[b], e = d.color, d instanceof THREE.AmbientLight ? ($.r += e.r, $.g += e.g, $.b += e.b) : d instanceof THREE.DirectionalLight ? (ta.r += e.r, ta.g += e.g, ta.b += e.b) : d instanceof THREE.PointLight && (ua.r += e.r, ua.g += e.g, ua.b += e.b)
    }

    function n(a, b, c, d) {
      var e, f, g, h, k, j;
      e = 0;
      for (f = a.length; e < f; e++) g = a[e], h = g.color, g instanceof THREE.DirectionalLight ? (k = g.matrixWorld.getPosition(), j = c.dot(k), j <= 0 || (j *= g.intensity, d.r += h.r * j, d.g += h.g * j, d.b += h.b * j)) : g instanceof THREE.PointLight && (k = g.matrixWorld.getPosition(), j = c.dot(T.sub(k, b).normalize()), j <= 0 || (j *= g.distance == 0 ? 1 : 1 - Math.min(b.distanceTo(k) / g.distance, 1), j != 0 && (j *= g.intensity, d.r += h.r * j, d.g += h.g * j, d.b += h.b * j)))
    }

    function s(a, e, g) {
      b(g.opacity);
      c(g.blending);
      var h, j, i, m, q, n;
      if (g instanceof THREE.ParticleBasicMaterial) {
        if (g.map) m = g.map.image, q = m.width >> 1, n = m.height >> 1, g = e.scale.x * o, i = e.scale.y * p, h = g * q, j = i * n, X.set(a.x - h, a.y - j, a.x + h, a.y + j), ma.intersects(X) && (k.save(), k.translate(a.x, a.y), k.rotate(-e.rotation), k.scale(g, -i), k.translate(-q, -n), k.drawImage(m, 0, 0), k.restore())
      } else g instanceof THREE.ParticleCanvasMaterial && (h = e.scale.x * o, j = e.scale.y * p, X.set(a.x - h, a.y - j, a.x + h, a.y + j), ma.intersects(X) && (d(g.color.getContextStyle()), f(g.color.getContextStyle()), k.save(), k.translate(a.x, a.y), k.rotate(-e.rotation), k.scale(h, j), g.program(k), k.restore()))
    }

    function w(a, e, f, g) {
      b(g.opacity);
      c(g.blending);
      k.beginPath();
      k.moveTo(a.positionScreen.x, a.positionScreen.y);
      k.lineTo(e.positionScreen.x, e.positionScreen.y);
      k.closePath();
      if (g instanceof THREE.LineBasicMaterial) {
        a = g.linewidth;
        if (F != a) k.lineWidth = F = a;
        a = g.linecap;
        if (z != a) k.lineCap = z = a;
        a = g.linejoin;
        if (D != a) k.lineJoin = D = a;
        d(g.color.getContextStyle());
        k.stroke();
        X.inflate(g.linewidth * 2)
      }
    }

    function C(a, d, f, g, h, k, i, q) {
      e.info.render.vertices += 3;
      e.info.render.faces++;
      b(q.opacity);
      c(q.blending);
      G = a.positionScreen.x;
      H = a.positionScreen.y;
      I = d.positionScreen.x;
      Y = d.positionScreen.y;
      L = f.positionScreen.x;
      B = f.positionScreen.y;
      K(G, H, I, Y, L, B);
      if (q instanceof THREE.MeshBasicMaterial)
        if (q.map) q.map.mapping instanceof THREE.UVMapping && (aa = i.uvs[0], Aa(G, H, I, Y, L, B, aa[g].u, aa[g].v, aa[h].u, aa[h].v, aa[k].u, aa[k].v, q.map));
        else if (q.envMap) {
        if (q.envMap.mapping instanceof THREE.SphericalReflectionMapping) a = j.matrixWorldInverse, T.copy(i.vertexNormalsWorld[g]), Ba = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ca = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) * 0.5 + 0.5, T.copy(i.vertexNormalsWorld[h]), Da = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ea = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) * 0.5 + 0.5, T.copy(i.vertexNormalsWorld[k]), Fa = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ga = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) * 0.5 + 0.5, Aa(G, H, I, Y, L, B, Ba, Ca, Da, Ea, Fa, Ga, q.envMap)
      } else q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
      else if (q instanceof THREE.MeshLambertMaterial) q.map && !q.wireframe && (q.map.mapping instanceof THREE.UVMapping && (aa = i.uvs[0], Aa(G, H, I, Y, L, B, aa[g].u, aa[g].v, aa[h].u, aa[h].v, aa[k].u, aa[k].v, q.map)), c(THREE.SubtractiveBlending)), ya ? !q.wireframe && q.shading == THREE.SmoothShading && i.vertexNormalsWorld.length == 3 ? (A.r = x.r = y.r = $.r, A.g = x.g = y.g = $.g, A.b = x.b = y.b = $.b, n(m, i.v1.positionWorld, i.vertexNormalsWorld[0], A), n(m, i.v2.positionWorld, i.vertexNormalsWorld[1], x), n(m, i.v3.positionWorld, i.vertexNormalsWorld[2], y), A.r = Math.max(0, Math.min(q.color.r * A.r, 1)), A.g = Math.max(0, Math.min(q.color.g * A.g, 1)), A.b = Math.max(0, Math.min(q.color.b * A.b, 1)), x.r = Math.max(0, Math.min(q.color.r * x.r, 1)), x.g = Math.max(0, Math.min(q.color.g * x.g, 1)), x.b = Math.max(0, Math.min(q.color.b * x.b, 1)), y.r = Math.max(0, Math.min(q.color.r * y.r, 1)), y.g = Math.max(0, Math.min(q.color.g * y.g, 1)), y.b = Math.max(0, Math.min(q.color.b * y.b, 1)), M.r = (x.r + y.r) * 0.5, M.g = (x.g + y.g) * 0.5, M.b = (x.b + y.b) * 0.5, ea = wa(A, x, y, M), oa(G, H, I, Y, L, B, 0, 0, 1, 0, 0, 1, ea)) : (t.r = $.r, t.g = $.g, t.b = $.b, n(m, i.centroidWorld, i.normalWorld, t), t.r = Math.max(0, Math.min(q.color.r * t.r, 1)), t.g = Math.max(0, Math.min(q.color.g * t.g, 1)), t.b = Math.max(0, Math.min(q.color.b * t.b, 1)), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t)) : q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
      else if (q instanceof THREE.MeshDepthMaterial) ga = j.near, ha = j.far, A.r = A.g = A.b = 1 - na(a.positionScreen.z, ga, ha), x.r = x.g = x.b = 1 - na(d.positionScreen.z, ga, ha), y.r = y.g = y.b = 1 - na(f.positionScreen.z, ga, ha), M.r = (x.r + y.r) * 0.5, M.g = (x.g + y.g) * 0.5, M.b = (x.b + y.b) * 0.5, ea = wa(A, x, y, M), oa(G, H, I, Y, L, B, 0, 0, 1, 0, 0, 1, ea);
      else if (q instanceof THREE.MeshNormalMaterial) t.r = pa(i.normalWorld.x), t.g = pa(i.normalWorld.y), t.b = pa(i.normalWorld.z), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t)
    }

    function Q(a, d, f, g, h, k, i, q, o) {
      e.info.render.vertices += 4;
      e.info.render.faces++;
      b(q.opacity);
      c(q.blending);
      if (q.map || q.envMap) C(a, d, g, 0, 1, 3, i, q, o), C(h, f, k, 1, 2, 3, i, q, o);
      else if (G = a.positionScreen.x, H = a.positionScreen.y, I = d.positionScreen.x, Y = d.positionScreen.y, L = f.positionScreen.x, B = f.positionScreen.y, S = g.positionScreen.x, v = g.positionScreen.y, R = h.positionScreen.x, P = h.positionScreen.y, V = k.positionScreen.x, J = k.positionScreen.y, q instanceof THREE.MeshBasicMaterial) O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
      else if (q instanceof THREE.MeshLambertMaterial) ya ? !q.wireframe && q.shading == THREE.SmoothShading && i.vertexNormalsWorld.length == 4 ? (A.r = x.r = y.r = M.r = $.r, A.g = x.g = y.g = M.g = $.g, A.b = x.b = y.b = M.b = $.b, n(m, i.v1.positionWorld, i.vertexNormalsWorld[0], A), n(m, i.v2.positionWorld, i.vertexNormalsWorld[1], x), n(m, i.v4.positionWorld, i.vertexNormalsWorld[3], y), n(m, i.v3.positionWorld, i.vertexNormalsWorld[2], M), A.r = Math.max(0, Math.min(q.color.r * A.r, 1)), A.g = Math.max(0, Math.min(q.color.g * A.g, 1)), A.b = Math.max(0, Math.min(q.color.b * A.b, 1)), x.r = Math.max(0, Math.min(q.color.r * x.r, 1)), x.g = Math.max(0, Math.min(q.color.g * x.g, 1)), x.b = Math.max(0, Math.min(q.color.b * x.b, 1)), y.r = Math.max(0, Math.min(q.color.r * y.r, 1)), y.g = Math.max(0, Math.min(q.color.g * y.g, 1)), y.b = Math.max(0, Math.min(q.color.b * y.b, 1)), M.r = Math.max(0, Math.min(q.color.r * M.r, 1)), M.g = Math.max(0, Math.min(q.color.g * M.g, 1)), M.b = Math.max(0, Math.min(q.color.b * M.b, 1)), ea = wa(A, x, y, M), K(G, H, I, Y, S, v), oa(G, H, I, Y, S, v, 0, 0, 1, 0, 0, 1, ea), K(R, P, L, B, V, J), oa(R, P, L, B, V, J, 1, 0, 1, 1, 0, 1, ea)) : (t.r = $.r, t.g = $.g, t.b = $.b, n(m, i.centroidWorld, i.normalWorld, t), t.r = Math.max(0, Math.min(q.color.r * t.r, 1)), t.g = Math.max(0, Math.min(q.color.g * t.g, 1)), t.b = Math.max(0, Math.min(q.color.b * t.b, 1)), O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t)) : (O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color));
      else if (q instanceof THREE.MeshNormalMaterial) t.r = pa(i.normalWorld.x), t.g = pa(i.normalWorld.y), t.b = pa(i.normalWorld.z), O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t);
      else if (q instanceof THREE.MeshDepthMaterial) ga = j.near, ha = j.far, A.r = A.g = A.b = 1 - na(a.positionScreen.z, ga, ha), x.r = x.g = x.b = 1 - na(d.positionScreen.z, ga, ha), y.r = y.g = y.b = 1 - na(g.positionScreen.z, ga, ha), M.r = M.g = M.b = 1 - na(f.positionScreen.z, ga, ha), ea = wa(A, x, y, M), K(G, H, I, Y, S, v), oa(G, H, I, Y, S, v, 0, 0, 1, 0, 0, 1, ea), K(R, P, L, B, V, J), oa(R, P, L, B, V, J, 1, 0, 1, 1, 0, 1, ea)
    }

    function K(a, b, c, d, e, f) {
      k.beginPath();
      k.moveTo(a, b);
      k.lineTo(c, d);
      k.lineTo(e, f);
      k.lineTo(a, b);
      k.closePath()
    }

    function O(a, b, c, d, e, f, g, h) {
      k.beginPath();
      k.moveTo(a, b);
      k.lineTo(c, d);
      k.lineTo(e, f);
      k.lineTo(g, h);
      k.lineTo(a, b);
      k.closePath()
    }

    function ja(a, b, c, e) {
      if (F != b) k.lineWidth = F = b;
      if (z != c) k.lineCap = z = c;
      if (D != e) k.lineJoin = D = e;
      d(a.getContextStyle());
      k.stroke();
      X.inflate(b * 2)
    }

    function ia(a) {
      f(a.getContextStyle());
      k.fill()
    }

    function Aa(a, b, c, d, e, g, h, i, j, m, o, n, l) {
      if (l.image.width != 0) {
        if (l.needsUpdate == !0 || la[l.id] == void 0) {
          var p = l.wrapS == THREE.RepeatWrapping,
            r = l.wrapT == THREE.RepeatWrapping;
          la[l.id] = k.createPattern(l.image, p && r ? "repeat" : p && !r ? "repeat-x" : !p && r ? "repeat-y" : "no-repeat");
          l.needsUpdate = !1
        }
        f(la[l.id]);
        var p = l.offset.x / l.repeat.x,
          r = l.offset.y / l.repeat.y,
          s = l.image.width * l.repeat.x,
          u = l.image.height * l.repeat.y,
          h = (h + p) * s,
          i = (i + r) * u,
          j = (j + p) * s,
          m = (m + r) * u,
          o = (o + p) * s,
          n = (n + r) * u;
        c -= a;
        d -= b;
        e -= a;
        g -= b;
        j -= h;
        m -= i;
        o -= h;
        n -= i;
        p = j * n - o * m;
        if (p == 0) {
          if (fa[l.id] == void 0) b = document.createElement("canvas"), b.width = l.image.width, b.height = l.image.height, a = b.getContext("2d"), a.drawImage(l.image, 0, 0), fa[l.id] = a.getImageData(0, 0, l.image.width, l.image.height).data, delete b;
          b = fa[l.id];
          h = (Math.floor(h) + Math.floor(i) * l.image.width) * 4;
          t.setRGB(b[h] / 255, b[h + 1] / 255, b[h + 2] / 255);
          ia(t)
        } else p = 1 / p, l = (n * c - m * e) * p, m = (n * d - m * g) * p, c = (j * e - o * c) * p, d = (j * g - o * d) * p, a = a - l * h - c * i, h = b - m * h - d * i, k.save(), k.transform(l, m, c, d, a, h), k.fill(), k.restore()
      }
    }

    function oa(a, b, c, d, e, f, g, h, i, j, l, m, o) {
      var n, p;
      n = o.width - 1;
      p = o.height - 1;
      g *= n;
      h *= p;
      i *= n;
      j *= p;
      l *= n;
      m *= p;
      c -= a;
      d -= b;
      e -= a;
      f -= b;
      i -= g;
      j -= h;
      l -= g;
      m -= h;
      p = 1 / (i * m - l * j);
      n = (m * c - j * e) * p;
      j = (m * d - j * f) * p;
      c = (i * e - l * c) * p;
      d = (i * f - l * d) * p;
      a = a - n * g - c * h;
      b = b - j * g - d * h;
      k.save();
      k.transform(n, j, c, d, a, b);
      k.clip();
      k.drawImage(o, 0, 0);
      k.restore()
    }

    function wa(a, b, c, d) {
      var e = ~~(a.r * 255),
        f = ~~(a.g * 255),
        a = ~~(a.b * 255),
        g = ~~(b.r * 255),
        h = ~~(b.g * 255),
        b = ~~(b.b * 255),
        i = ~~(c.r * 255),
        j = ~~(c.g * 255),
        c = ~~(c.b * 255),
        k = ~~(d.r * 255),
        l = ~~(d.g * 255),
        d = ~~(d.b * 255);
      ba[0] = e < 0 ? 0 : e > 255 ? 255 : e;
      ba[1] = f < 0 ? 0 : f > 255 ? 255 : f;
      ba[2] = a < 0 ? 0 : a > 255 ? 255 : a;
      ba[4] = g < 0 ? 0 : g > 255 ? 255 : g;
      ba[5] = h < 0 ? 0 : h > 255 ? 255 : h;
      ba[6] = b < 0 ? 0 : b > 255 ? 255 : b;
      ba[8] = i < 0 ? 0 : i > 255 ? 255 : i;
      ba[9] = j < 0 ? 0 : j > 255 ? 255 : j;
      ba[10] = c < 0 ? 0 : c > 255 ? 255 : c;
      ba[12] = k < 0 ? 0 : k > 255 ? 255 : k;
      ba[13] = l < 0 ? 0 : l > 255 ? 255 : l;
      ba[14] = d < 0 ? 0 : d > 255 ? 255 : d;
      ra.putImageData(za, 0, 0);
      va.drawImage(qa, 0, 0);
      return sa
    }

    function na(a, b, c) {
      a = (a - b) / (c - b);
      return a * a * (3 - 2 * a)
    }

    function pa(a) {
      a = (a + 1) * 0.5;
      return a < 0 ? 0 : a > 1 ? 1 : a
    }

    function ka(a, b) {
      var c = b.x - a.x,
        d = b.y - a.y,
        e = c * c + d * d;
      e != 0 && (e = 1 / Math.sqrt(e), c *= e, d *= e, b.x += c, b.y += d, a.x -= c, a.y -= d)
    }
    var xa, Ha, U, ca;
    this.autoClear ? this.clear() : k.setTransform(1, 0, 0, -1, o, p);
    e.info.render.vertices = 0;
    e.info.render.faces = 0;
    g = l.projectScene(a, j, this.sortElements);
    h = g.elements;
    m = g.lights;
    (ya = m.length > 0) && i(m);
    xa = 0;
    for (Ha = h.length; xa < Ha; xa++)
      if (U = h[xa], ca = U.material, ca = ca instanceof THREE.MeshFaceMaterial ? U.faceMaterial : ca, !(ca == null || ca.opacity == 0)) {
        X.empty();
        if (U instanceof THREE.RenderableParticle) u = U, u.x *= o, u.y *= p, s(u, U, ca, a);
        else if (U instanceof THREE.RenderableLine) u = U.v1, r = U.v2, u.positionScreen.x *= o, u.positionScreen.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, X.addPoint(u.positionScreen.x, u.positionScreen.y), X.addPoint(r.positionScreen.x, r.positionScreen.y), ma.intersects(X) && w(u, r, U, ca, a);
        else if (U instanceof THREE.RenderableFace3) u = U.v1, r = U.v2, E = U.v3, u.positionScreen.x *= o, u.positionScreen.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, E.positionScreen.x *= o, E.positionScreen.y *= p, ca.overdraw && (ka(u.positionScreen, r.positionScreen), ka(r.positionScreen, E.positionScreen), ka(E.positionScreen, u.positionScreen)), X.add3Points(u.positionScreen.x, u.positionScreen.y, r.positionScreen.x, r.positionScreen.y, E.positionScreen.x, E.positionScreen.y), ma.intersects(X) && C(u, r, E, 0, 1, 2, U, ca, a);
        else if (U instanceof THREE.RenderableFace4) u = U.v1, r = U.v2, E = U.v3, N = U.v4, u.positionScreen.x *= o, u.positionScreen.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, E.positionScreen.x *= o, E.positionScreen.y *= p, N.positionScreen.x *= o, N.positionScreen.y *= p, W.positionScreen.copy(r.positionScreen), da.positionScreen.copy(N.positionScreen), ca.overdraw && (ka(u.positionScreen, r.positionScreen), ka(r.positionScreen, N.positionScreen), ka(N.positionScreen, u.positionScreen), ka(E.positionScreen, W.positionScreen), ka(E.positionScreen, da.positionScreen)), X.addPoint(u.positionScreen.x, u.positionScreen.y), X.addPoint(r.positionScreen.x, r.positionScreen.y), X.addPoint(E.positionScreen.x, E.positionScreen.y), X.addPoint(N.positionScreen.x, N.positionScreen.y), ma.intersects(X) && Q(u, r, E, N, W, da, U, ca, a);
        Z.addRectangle(X)
      }
    k.setTransform(1, 0, 0, 1, 0, 0)
  }
};
THREE.RenderableVertex = function() {
  this.positionWorld = new THREE.Vector3;
  this.positionScreen = new THREE.Vector4;
  this.visible = !0
};
THREE.RenderableVertex.prototype.copy = function(a) {
  this.positionWorld.copy(a.positionWorld);
  this.positionScreen.copy(a.positionScreen)
};
THREE.RenderableFace3 = function() {
  this.v1 = new THREE.RenderableVertex;
  this.v2 = new THREE.RenderableVertex;
  this.v3 = new THREE.RenderableVertex;
  this.centroidWorld = new THREE.Vector3;
  this.centroidScreen = new THREE.Vector3;
  this.normalWorld = new THREE.Vector3;
  this.vertexNormalsWorld = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
  this.faceMaterial = this.material = null;
  this.uvs = [
    []
  ];
  this.z = null
};
THREE.RenderableFace4 = function() {
  this.v1 = new THREE.RenderableVertex;
  this.v2 = new THREE.RenderableVertex;
  this.v3 = new THREE.RenderableVertex;
  this.v4 = new THREE.RenderableVertex;
  this.centroidWorld = new THREE.Vector3;
  this.centroidScreen = new THREE.Vector3;
  this.normalWorld = new THREE.Vector3;
  this.vertexNormalsWorld = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
  this.faceMaterial = this.material = null;
  this.uvs = [
    []
  ];
  this.z = null
};
THREE.RenderableObject = function() {
  this.z = this.object = null
};
THREE.RenderableParticle = function() {
  this.rotation = this.z = this.y = this.x = null;
  this.scale = new THREE.Vector2;
  this.material = null
};
THREE.RenderableLine = function() {
  this.z = null;
  this.v1 = new THREE.RenderableVertex;
  this.v2 = new THREE.RenderableVertex;
  this.material = null
};

function randomRange(t, i) {
  return Math.random() * (i - t) + t
}
Particle3D = function(t) {
  THREE.Particle.call(this, t), this.velocity = new THREE.Vector3(0, -2, 0), this.velocity.rotateX(randomRange(-45, 45)), this.velocity.rotateY(randomRange(0, 360)), this.gravity = new THREE.Vector3(0, 0, 0), this.drag = 1
}, Particle3D.prototype = new THREE.Particle, Particle3D.prototype.constructor = Particle3D, Particle3D.prototype.updatePhysics = function() {
  this.velocity.multiplyScalar(this.drag), this.velocity.addSelf(this.gravity), this.position.addSelf(this.velocity)
};
var TO_RADIANS = Math.PI / 180;
THREE.Vector3.prototype.rotateY = function(t) {
  cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
  var i = this.z,
    o = this.x;
  this.x = o * cosRY + i * sinRY, this.z = o * -sinRY + i * cosRY
}, THREE.Vector3.prototype.rotateX = function(t) {
  cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
  var i = this.z,
    o = this.y;
  this.y = o * cosRY + i * sinRY, this.z = o * -sinRY + i * cosRY
}, THREE.Vector3.prototype.rotateZ = function(t) {
  cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
  var i = this.x,
    o = this.y;
  this.y = o * cosRY + i * sinRY, this.x = o * -sinRY + i * cosRY
};
$(function() {
  var container = document.querySelector(".snow-container");
  if (/MSIE 6|MSIE 7|MSIE 8/.test(navigator.userAgent)) {
    return
  } else {
    if (/MSIE 9|MSIE 10/.test(navigator.userAgent)) {
      $(container).css("height", $(window).height()).bind("click", function() {
        $(this).remove()
      })
    }
  }
  var containerWidth = $(container).width();
  var containerHeight = $(container).height();
  var particle;
  var camera;
  var scene;
  var renderer;
  var mouseX = 0;
  var mouseY = 0;
  var windowHalfX = window.innerWidth / 2;
  var windowHalfY = window.innerHeight / 2;
  var particles = [];
  var particleImage = new Image();
  particleImage.src = "./image/snow.png";
  var snowNum = 500;

  function init() {
    camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 1, 10000);
    camera.position.z = 1000;
    scene = new THREE.Scene();
    scene.add(camera);
    renderer = new THREE.CanvasRenderer();
    renderer.setSize(containerWidth, containerHeight);
    var material = new THREE.ParticleBasicMaterial({
      map: new THREE.Texture(particleImage)
    });
    for (var i = 0; i < snowNum; i++) {
      particle = new Particle3D(material);
      particle.position.x = Math.random() * 2000 - 1000;
      particle.position.y = Math.random() * 2000 - 1000;
      particle.position.z = Math.random() * 2000 - 1000;
      particle.scale.x = particle.scale.y = 1;
      scene.add(particle);
      particles.push(particle)
    }
    container.appendChild(renderer.domElement);
    document.addEventListener("mousemove", onDocumentMouseMove, false);
    setInterval(loop, 1000 / 40)
  }

  function onDocumentMouseMove(event) {
    mouseX = event.clientX - windowHalfX;
    mouseY = event.clientY - windowHalfY
  }

  function onDocumentTouchStart(event) {
    if (event.touches.length == 1) {
      event.preventDefault();
      mouseX = event.touches[0].pageX - windowHalfX;
      mouseY = event.touches[0].pageY - windowHalfY
    }
  }

  function onDocumentTouchMove(event) {
    if (event.touches.length == 1) {
      event.preventDefault();
      mouseX = event.touches[0].pageX - windowHalfX;
      mouseY = event.touches[0].pageY - windowHalfY
    }
  }

  function loop() {
    for (var i = 0; i < particles.length; i++) {
      var particle = particles[i];
      particle.updatePhysics();
      with(particle.position) {
        if (y < -1000) {
          y += 2000
        }
        if (x > 1000) {
          x -= 2000
        } else {
          if (x < -1000) {
            x += 2000
          }
        }
        if (z > 1000) {
          z -= 2000
        } else {
          if (z < -1000) {
            z += 2000
          }
        }
      }
    }
    camera.position.x += (mouseX - camera.position.x) * 0.005;
    camera.position.y += (-mouseY - camera.position.y) * 0.005;
    camera.lookAt(scene.position);
    renderer.render(scene, camera)
  }
  init()
});